I am always a little surprised when I look at the search engine metrics for the Proverbs website. Usually, I find that something has been broken with an update or another, which I really shouldn’t be surprised about. However, I recently discovered that the website shows up in quite a few searches for Voxel Generation […]
Author: Andrew Maxim
2020: The Year of Critical Hits
I know, the title is a corny D&D joke that has been overdone, but I just couldn’t help myself. I apologize and I will make it up by providing an update on what has been going on at Proverbs for 2020 as well as where things are heading. The short of it is that 2020 […]
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 […]
A High Level Guide to Poly-Voxel Procedural Generation
Anyone who has delved into procedural generation, or procgen, for land creation knows there are a variety of methods and algorithms out there to accomplish the task. Each of these algorithms have their own strengths and weaknesses, which may or may not be acceptable to any given developer for any given project. Allow me a […]
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 straightforward and […]
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 […]
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 […]
Announcing (VERY LATE)… 3Z Incursion on Google Play
Sometime back in December of 2016 I finished up an HCI project that resulted in a VR game for Google Cardboard. The purpose of the project was actually to test the effects of dual screen calibration combined with using 3D user interface HCI methodologies on creating a more “realistic” Virtual Reality experience. The result was the zombie […]
Generation Engine – WIP
Work had started on the land generation engine some time ago using procedural generation (or procgen) to create the world of Omega Connection dynamically based on the player’s game play style. The initial work I started was based strictly around customizing each unlocked grid using the players statistics while creating an area of land that […]
The Game Mechanic Gripe List
Whew! It has been a busy few weeks, mostly working on the generation engine for Omega Connection, but I also got to spend some time with John Cole working on some more concept art (I really need to put up an image section). If you are a follower on Twitter then you might have seen […]