Skip to main content

Posts

Showing posts from February, 2017

Vinland 1936 refactoring.

As usual after finishing a game jam there's loads of stuff that I learned that can help me to make better games. Going back to a work in progress now feels really difficult because so much of the existing code looks ugly and inefficient. I think I'm going to strip back a lot of the work I've done on V1936 so far and rework it. Here's the new structure I want to implement: Before, fog of war, level generation and agent management were all direct elements of the main loop. What this meant was that if I wanted to restart the game or load a new level it was best to reboot the main loop (restart the game), but this has quite high overheads all of its own. During the making of "The Hole" I implemented a level manager, a container for the level and all agents etc... contained within it. I could pause the level, or reload it or do anything with it, without affecting the main loop. This made it great for adding cutscenes, or menus such as the inventory. It al

BGMC 23: Aftermath.

Well another Blender game making contest is finished and as usual it's left me to re-evaluate what games I want to make. I had great fun making a story based adventure game, and I'd like to set up a collaboration to make another one, with some other artists. The game would be developed over a set window, like two months and then released immediately, maybe try for steam greenlight. It would be nice to try and do something in a set time span instead of the almost endless development cycles I have with my other games. Anyway, if you want to play the games from BGMC 23, including mine you can download them here . 15 games to try out for free, that's something you don't see every day. :) I'll leave with an animation of one of the scenes I designed for the game, a proper matte painting, the first I've ever tried: