Virtual reality seems to be all the rage in gaming these days. Everyone seems to be buying into it. Big corporations like Facebook (Oculus Rift), Sony (PlayStation VR) and Microsoft (HoloLens) are pouring money into VR as if it’ll be the biggest thing since sliced bread. But right now, few people who aren’t game developers actually own the necessary hardware. Will it all be worth it in the end? I think not.
As I’d hoped, my 48-hour game
Glauron
did pretty well in the latest Ludum Dare game development competition: it
ranked #58 overall, and made the top-100 in the graphics and fun categories as
well.
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.
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.
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.