All work on the game is on hold for about a week. Thanks
Wednesday, September 19, 2018
Wednesday, September 12, 2018
USAF Space Command Closed Beta
A game is of no use if you can't share it with others. One of the most important parts of any software is getting eyes on it. A fresh set of eyes can find errors and provide a different perspective. Obviously if you select too many people the perspectives and ideas can get uncontrollable. There is no perfect outcome just the best you can do at your level of knowledge.
However, all perspectives have value. To that end I will be inviting people from a variety of sources to participate in this first beta test. The game is not in its final form and the ideas the testers provide may already touch on items that are known to be issues. That doesn't matter.
Critique is the most important thing you will provide and I expect it to be as detailed as you wish to be. I thank you in advance.
However, all perspectives have value. To that end I will be inviting people from a variety of sources to participate in this first beta test. The game is not in its final form and the ideas the testers provide may already touch on items that are known to be issues. That doesn't matter.
Critique is the most important thing you will provide and I expect it to be as detailed as you wish to be. I thank you in advance.
Thursday, September 6, 2018
Getting Ready for Closed Beta
A milestone has been reached. The game now has a name and is now undergoing review for Closed Beta testing. I will warn you...it still has plenty of work left....but it is closer. I will keep you updated.
Wednesday, September 5, 2018
A Quick Guide to Mazes
A maze is nothing more than an open loop. To get out of any maze place your right hand, or in the case of a platform maze your feet, on one wall and never take it off as you move through the maze. This is not the fastest way through a maze, but it will get you out.
In a game a maze will have obstacles that are intended to make you go a certain way. This may or may not be a good thing for the player. That is where they player has to make decisions based on what they have learned about you.
Never assume. A wall might be a wall, or it might actually be the only way out. How you handle the puzzle is part of the fun.
In a game a maze will have obstacles that are intended to make you go a certain way. This may or may not be a good thing for the player. That is where they player has to make decisions based on what they have learned about you.
Never assume. A wall might be a wall, or it might actually be the only way out. How you handle the puzzle is part of the fun.
Saturday, September 1, 2018
What is a Game Engine and Why Use One?
My first exposure to actual programming began when I was about 10. My father had bought me an electronics kit. With it I was able to build an analog computer circuit known as a logic gate. Without killing you with the highly technical uses of a logic gate, it was basically an on off switch that had rules.
I continued to be fascinated with the logical way in which a computer program is able to use information. That is not to say that the answers the logic provided was always correct, but the logic was always...logical. Logic is a huge misnomer. You can think of something logically and still get the wrong answer. I am getting into the weeds on this one, so I will just leave it there. For now.
In the early 1980s I bought my first digital computer, the Commodore Vic 20. By today's standard you probably have a wristwatch with more computing power. The Vic 20 opened the door to learning the importance of managing memory in order to create a useful program. The Vic 20 was quickly followed by the Commodore 64, a Tandy (forgot which one), and a Packard Bell. With each machine I began to learn Machine Language, how to use memory maps, Pascal, Visual Basic, C++, Java, HTML, JavaScript, and an entire host of other languages.
Many of the things I would program in my spare time were simulations. Things like a ball dropping and bouncing, or a ball flying through the air. This all required that I build an environment that took all of the properties of physics into account. To do this required a great deal of programming which in turn made the process of building a game even more of a challenge. I did manage to make a few game-like simulations, but nothing that was astounding.
Game Engines remove some of the tedious aspects of building an environment that seems realistic by providing a framework that includes the physics required for many game routines. Game Engines also provide the framework for getting user input, translating that input into graphical output, and handling the many sub-routines that a programmer had to put together from scratch. The question becomes, can you do what a Game Engine does from scratch? Of course you can. You can also build your own Operating System, but why?
There are many Game Engines on the market. I have chosen Unity for two reasons. Reason one...Until I make $100k with Unit, it is free....reason 2...see reason 1.
I continued to be fascinated with the logical way in which a computer program is able to use information. That is not to say that the answers the logic provided was always correct, but the logic was always...logical. Logic is a huge misnomer. You can think of something logically and still get the wrong answer. I am getting into the weeds on this one, so I will just leave it there. For now.
In the early 1980s I bought my first digital computer, the Commodore Vic 20. By today's standard you probably have a wristwatch with more computing power. The Vic 20 opened the door to learning the importance of managing memory in order to create a useful program. The Vic 20 was quickly followed by the Commodore 64, a Tandy (forgot which one), and a Packard Bell. With each machine I began to learn Machine Language, how to use memory maps, Pascal, Visual Basic, C++, Java, HTML, JavaScript, and an entire host of other languages.
Many of the things I would program in my spare time were simulations. Things like a ball dropping and bouncing, or a ball flying through the air. This all required that I build an environment that took all of the properties of physics into account. To do this required a great deal of programming which in turn made the process of building a game even more of a challenge. I did manage to make a few game-like simulations, but nothing that was astounding.
Game Engines remove some of the tedious aspects of building an environment that seems realistic by providing a framework that includes the physics required for many game routines. Game Engines also provide the framework for getting user input, translating that input into graphical output, and handling the many sub-routines that a programmer had to put together from scratch. The question becomes, can you do what a Game Engine does from scratch? Of course you can. You can also build your own Operating System, but why?
There are many Game Engines on the market. I have chosen Unity for two reasons. Reason one...Until I make $100k with Unit, it is free....reason 2...see reason 1.
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