Blog 712: Time-To-Crate

Three years have passed so quickly and yet so slowly, since I threw that first prototype together from random bits of script off the internet. I had destructible crates in that first prototype, but they just never quite felt necessary when I started the real project in earnest… until now.

Yes, I have finally added crates. Loot-containing, on-death-disintegrating crates. It didn’t take three whole years to implement crates, just that long to get around to it. Honest!

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Blog 710: Fun With Level Generation

Every so often in your life you realise you’ve gone down a massive dead end, and you have to go back to go forwards. This is the point I’ve now reached with my existing level generator; to add the decorative features and traps and sensible enemy placement I need, the current approach just ain’t going to cut it.

So enjoy this video, because it’ll probably be the last visual demonstration for a few weeks.

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Blog 709: Back On the Menu

I can’t actually use a “meat’s back on the menu, boys” pun because I’ve never actually done anything with menus before now. My UI has, up until the last couple of weeks, been limited to the main character control heads-up display, which is operated entirely by keyboard and mouse. So, meat’s not back on the menu, but there is now a menu for it to return to in future.

Too tenuous? Bah, you’re no fun. Either way, gamedev is always on the menu at Chez Robbie, and he’s been hard at work doing things that weren’t specifically mentioned on his feature list to support things that were. (No change there, then.)

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Blog 707: The End of the Holidays and Beyond

As Sunday drew to a close I had completed 18 of my 34 festive features. Which is simultaneously encouraging and demoralising; I knew 34 was a stretch, but I managed to batter through just over half of them anyway. Well, maybe I smudged a few, but I compensated by overstepping the bounds on others.

Needless to say, the end of the festive break does not mean the end of the line. There is still work to be done!

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Blog 702: The Most Productive Time of the Year

Employment is now over for the year. I’ve booked myself three weeks of holiday, from here to the first week of January, so I’ll have the longest contiguous period of free time I’ve ever taken for… well, years. (It’s also time to stop shaving — will this be the year I finally achieve a coherent moustache?)

What am I going to do with that time? The same thing I do every year… I’m going to make a video game.

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Blog 698: Tile Your Bathroom, Tile Your Game

If you’ve been following my game development activities for any length of time, you’ll probably have seen me attempt to create a level building workflow about… four times. I started with heightmaps and static meshes, but bare meshes aren’t particularly comfortable to work with and Unity’s heightmap is, err, too high-poly. I tried to roll my own voxel terrain editor, but that was too complex and janky and didn’t really tick my boxes after all.

I had a stab at procedural generation quite a long time ago now, which created levels based onĀ  a 2D grid of tiles. I ported all that to Unity more recently, and it broadly worked but I ran into some snags, so I gave up on it. But, even more recently, I finally came up with an answer to those snags. This time — this time at last — I reckon I’ve got a sustainable answer.

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