[typed string0=”One of our flagship products is getting the multiplayer treatment!” typeSpeed=”40″ startDelay=”0″ backSpeed=”40″ backDelay=”500″]

We’re definitely not close to done……. (hold your horses)

Quick documentation of how we’ve made certain decisions to add this feature as quickly as possible.

Continue Reading "Multiplayer Procedural Challenges & Convolving Feature Spaces"
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What Do You Mean by “Improve”?

Well it comes down to dopamine on one level and fullfillment if possible. If our users can experience something pleasurable first, then we have a successful product. REGARDLESS of immediate monetary profits.

Continue Reading "Tampering With The Equation of Pleasure"
[typed string0=”When I first got started with computers, Morocco was a land that had little legal shops for products…. hence hacking and cracking games/tv was justified ;)” typeSpeed=”40″ startDelay=”0″ backSpeed=”40″ backDelay=”500″]
It wasn’t long after when I reached my teen years, that my mind decided to overly develop my conscience. Slowly the shadow of guilt of breaking into people’s hardwork was keeping me awake (see pre18 work). I’m sure the game development documentaries shown on such epic and still running channels such as GameOne played a huge part in building empathy with my brethren in other continents (a sample; excuse the french 😉)
Continue Reading "Dancing With Hackers"
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Increased Playground

RunawayJRider is ever evolving and this iteration we’re taking it to a more expansive territory. First thing in order is to increase the play area, namely width of the lanes. The task was supposed to be manual in nature, but as a good lazy programmer, I decided to tag the elements furthest from the center as “boundary” which are dynamically distanced through a variable. This has the benefit of dynamically controlling the play area. We use a dictionary type variable on objects so we can scale as per requirements without too much over engineering.

Continue Reading "Increased Levels and Gameplay Experimentation"

[typed string0=”Alright, what a wordy title! :)” typeSpeed=”20″ startDelay=”0″ backSpeed=”40″ backDelay=”500″]

I’m going to get back to daily blogging (cross my fingers here… hard!)

RunawayJRider Gameplay Adds

The game has taken a huge improvement boost after hiring some art consultants and other “product polishers” 🙂

That being said, there’s much more work to be done in terms of improving gameplay! More game mechanics and making sure they’re balanced in order to keep the dopamine flow at an optimum level 😉

Continue Reading "Back To Blogging and C# Mono Runtime Engine Integration"

Scripting languages offer the comfort of automatic type inference. The way we approached this in our own scripting language
was by having meta-data alongside memory containing the data.

*A few commenters recommended unions. Although interesting, we prefered to extend the enum variables and keep the pointer variable flexible, instead of extending the struct with new types.

Languages that auto-magically infer the type from what you populate
the object with like Javascript, Python and Lua, store meta-data about
your data. This meta-data is used to allow the correct operations to happen
on said objects.

Continue Reading "Auto Typing in C(++)"

How I stumbled upon Blitz3D

Growing up, one of my favorite coding languages and platforms was Blitz3D.

Blitz3D is part of the Blitz language family which was used in the Amiga platform. Open-sourcing of the latter, enabled grassroots efforts to emerge, and from this wave, a New Zealand company called Blitz Research Ltd,  launched Blitz3D.

During that time I was exhausting VisualBasic and getting bored of reverse engineering videos games on the Dreamcast/Playstation/PSP.

When I started getting into game development, Blitz3D presented a platform and a rich bustling community that allowed me to learn quickly while exchanging expertise and ideas.

I met many mentors and friends that I still keep in touch with today!

So I was plenty surprised when Blitz3D went open source a few months back!

Continue Reading "Pre-Code Review Excavation of Blitz3D"