Posts tagged “game development”

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Around The World, Part 11: Everything is harder on a sphere

I didn’t have time during the holidays to implement any new features, so enjoy this filler post that I prepared earlier! In the very first post in this series, I wrote:

The prototype took place on a rectangular map, with the left side wrapping around to the right to form a cylinder. […] Many games do this and get away with it, but because I’m a perfectionist, I want my game to take place on an actual sphere.

Today I’m going to write up in some detail why spheres are harder to work with.

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Around The World, Part 1: Continents

There’s this game concept that has been on my mind for years, and I can’t seem to let it go. You step into the wet, salt-crusted shoes of the naval explorers of old: Columbus, Da Gama, Magellan, Cook. Most of the world is still a big unknown question mark: here be dragons. There are no satellites, no GPS, not even maps. The only way to find out what’s out there is to actually go there – which is a risky venture. Your navigational tools: a compass, the sun, moon and stars, and any information you might learn from the locals along the way. Your goal: to find a route around the world and end up where you started.

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Mixium postmortem

Mixium is a puzzle game in which you mix liquids to achieve a particular ratio. The trouble is: your beakers don’t have any scale on them, so you can only fill them to the brim or empty them into a larger beaker.

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Choosing an HTML5 2D engine

Because Dragon Attack’s performance on Crafty.js was disappointing, and the libGDX port also had problems running smoothly when compiled to JavaScript (plus some unfortunate technical decisions I made along the way), I’ve decided to go for a third rewrite, using better tech.

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Models, views, controllers, presenters, oh my!

Unfortunately, I can’t reveal too much about the game I’m currently working on, but I can say that it’s like a board game. For the sake of this post, let’s assume that the game is chess: there is a game board, there are some players, and each player has a bunch of pieces that either have a position on the game board, or have been captured.

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Released: Patchy!

Yes indeed, Frozen Fractal’s first officially released game is there! It’s called Patchy, and it’s a retro arcade-style land-grabbing game for Android. This post is about its inception and also describes some bits of the technical implementation.

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Game architecture

Although games vary wildly in appearance and mechanics, the structure of the underlying classes and objects is often similar. There is a “world” object, which contains everything else; there are multiple “entities” representing stuff in the world, there’s a “renderer” which tells each object to draw itself, etcetera.

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