Less lyricism

22 03 2015

Anyway, I’ve got heaps of stuff written down concerning games and game design (not to mention development). But it’s going to take more time to sort through and put it up in a more coherent way. I’m not really into the whole “stream of consciousness” style of writing. Nor am I much good at it to be honest. So, let’s chuck it up to a failed attempt and press forward.

In the end; and bottom line; games have interesting goals and use interactive systems to provide narrative which sit on top of a world simulation.

Blargh. There are plenty of games which can be considered games just not very good ones. I put “Gone Home” under this category quite firmly. Along with many other “games as art” games. Your mileage may vary. I hope it does. Accepting that diversity of opinion exist is a requirement for actual growth (rather than surrounding yourself with people who always agree with you).

Next on the program? Not sure.

“And he never did do a lot of harm in the world, but he never did do no good, people didn’t think too much of him”





First in a new year

1 01 2015

We survived through another revolution around our beautiful yellow sun.

I’ve not updated this blog as much as I wanted or as much as I needed.

I did, however, opened up a separate site for talking about Unity stuff. Can find it here.

It’s been a tough year to be honest. But we push through and carry on. May the code mines of 2015 prove richer yields than those of yesteryear. And may the coffee rivers flow free.

But when I get home to you I find the things that you do, will make me feel alright





Musing

27 08 2014

What have I been up to?

Not much, some of my writing on Unity can now be found on Gamesutra rather than here (sticking to my guns about that). Other than that, designing/developing a small turn-based hexagon-mapped top-down science fiction game about space. So yeah, going to dedicate my next few posts to MonoGame, tabletops, maybe some RPG systems, coroutines? Dunno. Maybe. Mostly code though. 

“All the white horses are still in bed”





Kickstarter

27 04 2014

Buck, that thing I’ve been working on for the past year with Gal is now live on Kickstarter. Come on over, drop us a line, drop us a dollar and have fun!
https://www.kickstarter.com/projects/1515615186/buck-a-game-about-a-real-dog





BRB

24 01 2014

Let the game jammin’ begin!





Reference Links

18 01 2014

Seeing as I’ve been finding out anything and everything I can about the concept of Entity.Component.System frameworks I thought I might quickly compile a current list of interesting links (might embed this into the blogroll at some point). These are mostly just the baseline links for further reading and will be updated as I undercover more and more interesting ones. All of these links are also just a Google search away.

http://en.wikipedia.org/wiki/Entity_component_system

http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

http://www.gamedev.net/page/resources/_/technical/game-programming/understanding-component-entity-systems-r3013

http://forums.xkcd.com/viewtopic.php?f=11&t=81459

http://www.richardlord.net/blog/what-is-an-entity-framework

http://entity-systems.wikidot.com/

http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/

http://gamadu.com/artemis/





Unity2D – Sprites 4

14 01 2014

I’ve planned for a longer series of treaties concerning Unity and sprites but I’m going to take a break from all of it for now as it’s been too long between posts. Within this space not only have I lost the main thread of thought but also begun moving away from Unity’s model and implementation of a component-based system. This last has also shifted my coding style a long way from the previous posts concerning Unity.

So where do I stand now? And what am I planning for the next few updates?

Firstly I do want to write down some more notes concerning sprites but these will be more design-oriented than based around an implementation in Unity. And secondly, I want to toss around some ideas concerning Entity.Component.System [ECS] systems.