Blog 640: A World of 1D Arrays

It’s amazing what you can do with only global state and one-dimensional arrays, when you really put your mind to it. What was supposed to be a quick fart in the general direction of a Warcraft project has grown into something quite incredible.

Well, incredible on the technical side. The game itself is no more or no less than a streamlined version of my standard WC3 RPG formula. You may or may not want this.

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Blog 638: Continuing to Make Sense of Cellular Automata

When it comes to modding, I have to admit to a masochistic streak. I could use the 3rd party pre-processor to get structs and pseudo-object-orientated syntax that would make this a whole heap easier, but no, I’ve got to use the bare metal to feel alive.

So, that procedurally generated Warcraft III side project I’ve been fiddling with during lunch hour is a whole barrel of laughs. This episode’s consternation surrounds creature spawning.

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Blog 629: Making Sense of Cellular Automata

We’ve been through the cellular automata algorithm before. I said some things back then that were mostly theory — things I’ve now been able to test in the wild.

So how does one take a grid of noise and turn it into a functional RPG? Well, lucky for you, I’m getting close…

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Blog 618: Post-Mortem Blues Y4

I think it is perhaps poetic justice that, on replaying all my own maps years after closing the lid on each one, I experienced all the very prominent bugs other people had discovered since that I had never managed to reproduce.

Maybe I could sit on a few of them, like the one where Fallen Stones V chases you down and ruins the gauntlet sequence of This Wreckage, because that doesn’t actually break the game.

Others, like Project Y4‘s infamous bomb drop crash bug that stops people barely ten minutes into the game, definitely needed some care and attention.

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Blog 617: Post Mortem: Project Y4

Considering I’m now making a real game for real, maybe now is a good time to go back to my roots and examine what went right… and what went wrong… with my previous development efforts: my Warcraft III maps.

Today: my swansong, RDZ Industries: Project Y4

Wow, I managed to do this one without spoilers, too. Check me out.

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Blog 615: Post Mortem: This Wreckage

Considering I’m now making a real game for real, maybe now is a good time to go back to my roots and examine what went right… and what went wrong… with my previous development efforts: my Warcraft III maps.

Today: the big one, This Wreckage

You know, I actually managed to do this one without any spoilers. Maybe there are a couple in the screenshots.

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