I’m proud to announce that Frozen Fractal’s first Android release, Patchy, will soon be featured in the Google Play Store! I guess that means it’ll get a big banner at the top of this page, which is sure to drive some eyeballs my way. I don’t know what it is exactly that I did to make this happen, so I’m going to document what I did, in the hope that it’s useful for other developers out there.
Setup: suppose you have a monochrome texture that contains a height map. A value of 1 is highest, and 0 is lowest. You want to use this texture as a ‘bump map’ to shade a 2D polygon via GLSL, computing light and shadow from the gradient of the height map at any given point. Let’s assume there is a single light source, infinitely far away (so the light rays are parallel). This is the setup we use in the game Aranami.
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.
Ladies and gentlemen, Frozen Fractal presents… Bigcanvas! It’s an infinite online canvas that anyone can draw on. The ‘why’ is described within the app itself, so have a look! This blogpost focuses on the technical aspects, i.e. the ‘how’.
It’s been over two months since my last post, in which I announced that I was abandoning JavaScript for the development of Turtle Paint, and switched to Ruby instead. So far, it has been a great learning experience, and I’m loving this language more every day. There are a number of interesting technical posts that I want to write about the new internals of the game, but those are for another day.
Once upon a time, over a decade ago, I wrote a simple program in C++Builder to help my father solve crossword puzzles and cryptograms. It would let you type a word with blanks such as f....al and it would tell you which words would fit.
The JavaScript server code for Turtle Paint is becoming increasingly difficult to manage. People had warned me beforehand, but there’s no teacher like first-hand experience. The problems in a nutshell:
A good selection of words is essential for a fun drawing-and-guessing game; they must neither be too easy nor too difficult. However, I’m thoroughly lazy, so I was not going to compile a word list by hand.
No, the Frozen Fractal blog is not dead. It’s just been, well, frozen. A lot happened since the last post: I got a job at Google, moved to London, and made a little game for Ludum Dare that I’ll post about later. But a lot also didn’t happen: I didn’t finish Cart Frenzy. It turned out to be too much work to get it done before my contract at Google started, and after that, I didn’t have the time and energy to work on it any longer.
Back to work after a much-needed break, I have gained a better perspective on the current state of the game. I concluded that, if I am to finish this game on time, I’ll have to reduce it in scope significantly.