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Tag: technical

Posted on 12th February 201912th February 2019 by nick

Reset

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I didn’t get much done this weekend as I was ill. You can’t have it all! But I have managed to get a few small things done; namely reset. Currently this was quite a simple job – I just had to thread it through the system in the same way as other things before Created
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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 26th January 201926th January 2019 by nick

Saved Games

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Getting saved games to work raised some interesting problems, which I’ll go over here although not in a great deal of detail as it could get to be a very long post! Checksums When loading a saved game, I want to know if it was tampered with. This is to avoid cheating – in that
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Posted on 26th November 201826th November 2018 by nick

Unlocks and Modifier Technical Design

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Once I’d got the basic design down for unlocks and modifiers, the next step is to figure out how this is actually going to be implemented. The idea here is that we have two aspects that are technically separate: Things that can be unlocked (Spells) These cost resources These take time to unlock When unlocked
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