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 […]
Category: Game Design
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 […]
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 […]
Graphics API Advice Needed
I will start with saying that I began learning 3D graphic programming with the DirectX 9 APIs and managed to stay a little up-to-date with changes brought about with DirectX 11. That being said, a few years ago I had decided to use the OpenGL APIs for when/if I started development of Omega Connection and […]
OC Development Methodology (part 2)
Welcome back! When last we left our super hero (villain) we had looked at the basic requirements for land and denizens in the forms of a generation engine and an Artificial Intelligence Engine, respectively. One major item lacking at this point that is required for any adventuring type game is a full story. We know […]
OC Development Methodology (part 1)
You will find that I blog mostly to get ideas out of my head. Writing tends to be therapeutic for me, a way to hash out ideas or concepts floating around in my head into some sort of concrete form that I can work with or ignore. It also helps me remember and find focus. […]
Introducing Omega Connection
It will take a while to cover all of the concepts and design ideas that are planned to go into Omega Connection and, I imagine, those ideas will evolve and change some over the course of game development, but here’s the elevator pitch… Once upon a time you died. Or rather at the moment of […]