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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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Blokjes: The beginning

Here’s a thing I’ve been working on since January: Blokjes!

In case you can’t tell from the video, the idea is very simple: you get a sequence of blocks (polyominoes) that you have to place on the board. Each of them has to fit entirely on black, or entirely on white squares, and the squares that you place it on will change colour. As the game progresses, the blocks increase in size, so you have to look and plan ahead to make room for the bigger ones.

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The Great Fire postmortem, part 2/2

This is the second part of this postmortem. Catch up on the first part here.

Sunday morning: controls and gameplay

We have fire, we have buckets of water, we can get the buckets to the fire… now what? Throw ’em, of course! So if a peep in state PASSING sees that its destination cell is not manned, but rather flammable, it will throw the water onto the fire. (It will also do this if there is no fire. I played with the thought of keeping houses wet to prevent them from catching fire, but didn’t get round to implementing this.)

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Jumping aboard the Godot train

As an indie game developer, I find that it’s important to invest time to get to know your tools really well, so you can make the most out of them with the least amount of time. This is often at odds with the urge to try something new and different, which will set your productivity back to square one. But with the eagerly awaited release of Godot 3.0, I felt that the day had come to check this thing out, and see if it could be of future use to me.

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Discrete physics on a 2D grid: back to basics

Last week, I talked about a fairly sophisticated attempt at solving my 2D discrete physics problem, which ultimately turned out to have unfixable flaws. But I need this problem solved for my game, so I decided to relax my requirements for the time being.

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Writing a test DSL in Kotlin

As I previously wrote, I recently fell in love with the Kotlin language. It’s been over four months since that post, and my enthusiasm has not diminished. In this post, I’ll show how I combined some of Kotlin’s best features to write some extremely readable unit tests.

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