Around The World, Part 2: Plate tectonics
In the previous post, we tackled generation of continent shapes using Voronoi cells and set some base heights using curves and simplex noise:
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In the previous post, we tackled generation of continent shapes using Voronoi cells and set some base heights using curves and simplex noise:
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.
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.
Alakajam is a relatively new game jam based on the Ludum Dare formula. You get one weekend to build a game from scratch, without using any premade assets. The theme of the 6th edition was “Duel”, and I teamed up with my pal Marten to make something. That something became Code of Honour:
This is the second part of this postmortem. Catch up on the first part here.
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.)
This weekend was the third instalment of the Alakajam! game jam. I was really happy about the shortlist of potential themes, so I knew this was going to be a fun one. The winning theme, “Always growing”, was my second choice.
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.
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.
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.
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.