Game Development

Blog 845: From a Certain Point of View

So I just finished playing an old game called Gunlok. I thoroughly enjoyed it (give or take a few difficulty spikes), but there was one thing that seemed a little off about it right from the start. Eventually it clicked: Gunlok renders its 3D world using orthographic projection rather than perspective projection! This gives it a completely unique look, somehow managing to come across as a classic isometric RPG no matter how much you rotate the view.

And I started thinking: Exon is top-down. Exon is spiritually isometric even if it’s in full 3D. What if… What if I switched Exon to use an orthographic camera?

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Game Development

Blog 844: Meandering

I’ve probably repeated many times how difficult game development is… or rather, how difficult it is to make the sort of game I’ve set my heart on (alone). I’ve been developing Exon‘s first big mission, a multi-part dungeon which has required all-new artwork: rocks, industrial equipment, even animals. I spent a long time working on the opening Academy level, so the environment — and the requisite decoration art — came together at a leisurely and natural pace. Meanwhile, trying to forcibly flesh out a whole brand new biome has been somewhat painful.

So I’m procrastinating. I’m faffing. I’ve been working on random bits and pieces that do not serve the short-term goal of “finishing the rest of the prologue”, because random bits and pieces is still better progress than just staring at the walls.

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Game Development

Blog 836: You Have Been Waylaid

Random encounters have been on my mind a lot recently, because I’ve been playing Final Fantasy VII for the first time. However, even before I was 25 years late to that seminal JRPG party, the well-established Baldur’s Gate influence ensured that random encounters would be on Exon‘s roadmap. In the mood for a break from working on the dark underground mine levels (and the obligatory Towers of Hanoi puzzle within), I decided it was high time I got some sun-soaked wilderness battle arenas in there.

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Game Development

Blog 832: Exon: Mobile

Sometimes in life, you have to admit that you’ve been a fool. I’ve had to admit that I’ve been a fool about many things over the eight years of working on Exon, and today is… well it’s just another in a long line of admissions of foolishness. Admitting you have a problem is the first step to solving it, right?

So I’d been focusing on Exon as a mouse-and-keyboard PC game, but I realise that most people aren’t remotely interested in that. No, if I want real human beings to actually play my game, I need to go out to meet them — I need to be on mobile. So I’m reworking Exon for mobile. How hard can it be?

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Game Development

Blog 831: Load Order

I went down to London to see Orchestral Manoeuvres in the Dark at the Royal Albert Hall this week. That was on Monday, and since I got the train back on the Tuesday, I figured I might as well take the rest of the week off work too. Go hard or go home, am I right? (Or in this case, do both.)

That gave me a few days to work on something a bit meatier than usual, the kind of work that I shy away from because, while it may be necessary, it’s complex and scary. Why did somebody so full of fear take up solo game development? That’s a question I ask myself every day.

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Game Development

Blog 827: Variables

RPGs need to have memories. Characters need to remember that they’ve been spoken to. Quests need to remember that their objectives have been ticked off. Incidental asides need to remember that they’ve already occurred. Enemies need to remember that they’ve been killed.

A lot of these cases are handled automatically by the appropriate subsystem. For example, Exon has a whole, discrete quest system that handles objectives, their completion states and how they show up in the Datavault.

But sometimes that’s not quite right. Sometimes, you just need a dangling Boolean flag that can be checked now and again.

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Game Development

Blog 826: Fragment v0.03

Look at me, with my monthly update cadence. How long will it last? As long as there are bugs to fix, I imagine, and it looks like there is still no shortage. When will I get to actually shipping some “new content”, that mythical “rest of the prologue”? Well, I’ve started working on the next couple of levels, but it’s still early days so they’re staying behind the Insert Disc 2 message for now (but I’m sure if you’re a l33t h4X0r you can datamine their skeletons from the archives).

Actually “no new content” is a bit of a lie — I’ve finally implemented the inventory weight limit! Read all about how and why I’m going to frustrate you below (or just head over to Itch and take on the burden for yourself).

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