Category: Game Development

Polymesh navigation evolved

Over the years I’ve created quite a few code examples which were pretty much just proof of concept projects try this out. The polymesh navigation was one of these. Another one was to create a php socket server and html client and yet another was the city generation script. These were all stand alone examples… Read more »

Pixelnaut – We’ve got movement!

It’s typical that as soon as I commit to start doing device captured videos, my phone breaks preventing me from doing them. It’s been replaced but unfortunately the update to lollipop hasn’t been pushed to it yet so the screen recorder doesn’t work. The device shadow issue on the previous video is due to the… Read more »

A new game for the new year

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Device scaling

It’s been on the cards for a while to allow zooming functionality within the games but it was pushed back to the queue as a future addition. The realization It’s now been realized that this is also tied in with how scaling will work which is essential for mobile devices. If scaling isn’t implemented then… Read more »

Navigation mesh

Over the last few weeks I’ve been trying my hand at rigging up a basic navigation mesh for path finding. Using a navigation mesh should allow a more natural feel and responsiveness to character movement while moving through the map. take sildenafil citrate 100mg The general theory is quite straight forward, polygons are created on… Read more »

Shadow Bug

Well it turns out that there was a major issue with the new shadows where they didn’t maintain the correct positions if the parent was moved. It was visible in the previous video as the parent was situated at 0,0. A little annoying but glad it reared it’s ugly head sooner rather than later. Onwards with… Read more »

ZRPG September 2014

Its been a few months since any sort of update, mainly due to other commitments but I was also struggling with getting my head around how to tackle randomised building generation. At this point my plan of action is…. I don’t. I can get away with having a few different variations of each building which… Read more »

Survivors

Over the last month I’ve been working on a new project. Usually I’d try to resist starting a new project as long as possible but feel that this could be a rather quick game to create. It originally started off with trying to think of other ways I could reuse my city generator and I… Read more »

Yet another new perspective

I’ve been taking a look at the game and thinking about pieces which dramatically increase development time and not really essential to the game. The key piece is the 3D side of things which although is a rather nice feature, is somewhat expendable. Looking at games like Hotline Miami and Teleglitch, we can see that… Read more »

ZRPG (2014-01-06)

So at the end of the last year I entered the Oryx Trial with a somewhat poor entry and unsurprisingly didn’t win. I didn’t expect to but the point of entering was to push myself into writing some classes which would be used in my other game. I must say it’s also inspired me to… Read more »