Listing cities for Orbital Express
For my game Orbital Express, I need a list of cities that can serve as targets for the player to aim at. We’re trying to select cities that…
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For my game Orbital Express, I need a list of cities that can serve as targets for the player to aim at. We’re trying to select cities that…
After Ludum Dare, it’s back to working on the game I blogged about last week. Name clashes notwithstanding, I’ve decided to call it Orbital Express after all. As I mentioned, there is work to be done on progression, balancing and scoring.
(Cross-posted to the Ludum Dare blog.)
This is Glauron, my Compo entry for Ludum Dare 33, themed You Are The Monster:
This was my eighth time participating in Ludum Dare, and I feel it’s my best yet. I’m very happy with what I got done, and there was even time left on Sunday for a relaxed dinner and quiet evening with my girlfriend.
I’ve been working on and off on this project for almost two months now, so it’s time I blogged something about it. Here’s the elevator pitch:
Each field of programming presents its own challenges, and game programming is no exception. In fact, I would say that a game is among the hardest things you can program in general. Why? I can think of three main reasons, which are closely related, as we will see.
After a weekend of toil with GRPC, ProGuard, dex, Netty, Maven, Gradle and IntelliJ, I finally managed to build a release APK of the first public version of the Bigcanvas app. Add some screenshots (inspired by – well, hopefully you can tell), and we have a publication!
Pickomino (known as Regenwormen in Dutch, Heckmeck in German) is a dice game in which players try to get as many worms as possible. It is largely a game of chance, but there are some tactics involved, which always leaves me wondering: did I make the optimal choice? Only one way to find out: write an AI player that knows how to play optimally.
Core to the idea of Bigcanvas is that it’s a shared space, where everyone can draw at the same time. Much as it would on a real canvas, this means people can interfere with each other. Properly handling this and making sure that everybody’s brush strokes made it onto the canvas turned out to be a fairly tricky problem.
How does one store the contents of an infinite canvas into a computer’s finite memory? One cheats. In this case, by taking advantage of the fact that the canvas may be infinite, but people’s drawings are quite finite. We simply don’t store the empty regions.
Remember Bigcanvas? The infinite online canvas that anyone can draw on, which I launched in 2013? I didn’t do anything with it since, but the idea has always been at the back of my mind, biding its time. The most fun games for me are always those which give you creative freedom (RollerCoaster Tycoon, Minecraft, Kerbal Space Program, SimCity) so even though Bigcanvas is not strictly a game, this is something I would love to work on. Recently, I bought the domain bigcanvas.io and started working on a second version.