Month Fourteen When Jamie said "the internet is a mess and I hate it", I suspected he wasn't enjoying network programming. Frustrations regarding IPv4 versus IPv6 aside, he has completed the core networking task, and is happy for now. Unfortunately for Jamie, there's more mess to it than that. Matchmaking with strangers over the internet … Continue reading Devblog 25: Beetles! Economics!
Month Thirteen Jamie and I have almost completed our two largest challenges: networking and pathfinding respectively. The next tasks will be technically simpler, and provide the core gameplay loops necessary for a Real Time Strategy experience; base building, resource gathering, etc. Jamie's work in particular has allowed us to finally upgrade our engine, from Unity … Continue reading Devblog 24: Meet the Androids
Month Twelve Jamie and I are back to work after a Christmas break. This means there isn't much to report, but we have been making progress on lockstep, networking, pathfinding, and flocking. These systems are complex, and have proved challenging. It's the most difficult work either of us has done. Nevertheless, we are fast approaching … Continue reading Devblog 23: Blue January
Month Eleven This month Jamie and I were working together to make the terrain creation logic network ready. We encountered various problem which are typical of game development; the player intuitively expects everything to behave sensibly, but each sensible behaviour is actually a collection of many little pieces of logic which have to be strung … Continue reading Devblog 22: Making Flocking Great Again
Month Nine The next step in the process was to create a third dimension for the pathfinding system. This may sound trivial, but isn't. Which creates an obvious question: but Richard, why didn't you just create three dimensions in the first place? Incompetence may be too strong a word. So I'm going to say (with … Continue reading Devblog 20: Three Dimensions of Pain