Reviewing the upcoming path following changes in UnitySteer
After getting a good art team set up, I start testing different approaches to the stages. The old question: square or hex grids?
On philosophy and art production.
I go into a bit more detail into the calculations necessary for laying out a hex grid, and performing line-of-sight calculations in it (updated).
More lessons from our last narrative, plus we finally start working with good artists.
And now for something completely different
All through the process of wrangling the art contractors I’d been unable to focus on the gameplay, so instead I turned to the old flame: procedural generation.
I recently attended an coding experiment organized by agile software development proponents. While I like some of the ideas that agile applies, such as test-driven development, I wasn’t 100% sure if to attend given that the practices tend to be clouded by a mix religious fervor and opportunism (funny how often those two come hand in hand). Between client work …
I’ve been somewhat swamped lately, and an interesting experience this weekend has me trying different approaches to things. I’ll have a post coming up soon, very likely a temporary detour from the current postmortem narration.
Once more unto the art breach…