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Posted on 5th February 20195th February 2019 by nick

World Generation

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Given my design for exploration, the big technical problem here is how do I generate the world. I’ve decided on a multi-directional exploration system where the player can choose a direction, and eventually they will find things. Simplifying the problem The first step is to break the problem down into simpler parts. At the simplest
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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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