We Have A Logo / Icon

I know it is not much of an update in game generation progress for Omega Connection, but I thought I would post the logos / icons that have been created for the game.  I’m pretty fond of the black and white icons myself to the point that my Twitter account uses one of them for […]

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Omega Connection: Just Like Pong But With Wombats

As a video game developer, you inevitably must tell people about the game(s) you are creating.  Usually, it starts with friends and family, followed by coworkers (if you have a day job), and eventually you must explain to your stakeholders: investors, artists, musicians, voice actors, media and your potential user base. Often detailing a game is straight forward […]

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Why You Should Care About ProcGen

Procedural generation, or procgen, is a slightly fancy way of saying “a computer made this.”  While a more accurate name might be Procedural Content Generation, it is, regardless of the title, a field of artificial intelligence used for creating anything from music, to artwork, to video game content.  Unfortunately, this is not a blog about artificial […]

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Land Generation Engine – Update

Trade-offs and compromises are a necessary “evil” when it comes to software development. If you want feature A, you must sacrifice some speed. If you want feature B, you must reduce what’s going on with feature C. Procedural land generation is supposedly no different and that has been my ongoing battle for the past six […]

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