Reviewing the time it gets us to get through the art pipeline against the project goals.
Read MoreUnitySteer – Upcoming path following changes 6
Reviewing the upcoming path following changes in UnitySteer
Read MorePostmortem: Stage testing 0
After getting a good art team set up, I start testing different approaches to the stages. The old question: square or hex grids?
Read MoreHex grid line of sight revisited 3
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).
Read MorePostmortem: Quality improvements 2
More lessons from our last narrative, plus we finally start working with good artists.
Read MoreNew Year’s Resolutions 0
And now for something completely different
Read MorePostmortem: Laying tile 1
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.
Read MoreAll work and no play, part 2 0
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 …
Read MoreAll work and no play 0
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.
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