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Tag: elm

Posted on 30th October 201830th October 2018 by nick

Is Elm Right for this?

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I’ve been working with Elm a bit now, and I’ve begun to have a feeling for how it works, as well as starting to hit a few problems. It’s perhaps time to consider if I’m going the right way. Good things It has been a lot better than I expected to be honest. As an
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Posted on 27th October 2018 by nick

More Randomness in Elm

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I found my first real bug in the game recently. When looking at my random forage results I realised that they were always getting the same results every time the action completes, unless I restarted forage. It’s a pretty stupid mistake really – because the random forage results are generated in advance, of course they’ll
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Posted on 22nd October 201822nd October 2018 by nick

Randomness in Elm

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Buildings as Actors In working towards making buildings work, I realised I already have in place the structure I need for them. Fundamentally, a building is just another actor, and it produces resources in the same way as the player does. I already have a loop for that – in this case almost all building
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Posted on 16th October 2018 by nick

Initial game loop

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My design for the initial game loop is simple, but we need to break it down a bit into two parts: Main character is gathering herbs, and a building is producing herbs. Herbs we’ll for now store as a simple field in the main game model – the model being a structure that contains the
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Posted on 13th October 2018 by nick

More languages: Nim and Elm

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This week I’ve been looking into other languages. Nim I started with Nim which  has a python-style syntax, and compiles to C or JavaScript. I’m not a huge fan of space-is-important languages since I think it makes it harder to make your code pretty, but I am actively trying to do something new here. Perhaps if
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