• Where is the Line?

    Where is the Line?

    I’m developing Fracterebus in C# using the Godot engine. This is a supported approach according to the folks at Godot that support it, but based on the videos you can find on YouTube, it is definitely not a common approach. In my mind, it comes with a bunch of advantages…

  • Color Theory

    Color Theory

    I started working on “developer art” for my main character Eris so I can make her run around and jump on things. This was driven by a lot of work on state machines which may be a separate post later on. There are a zillion videos out there on how…

  • Refract Projects

    Refract Projects

    While I was working on Fracterebus I hit a bit of complicated coding that bogged me right down. When I switched gears to some other thing to code that wasn’t so confusing I quickly discovered that I was having trouble keeping track of things. As the project got larger this…

  • Task Tracker

    Task Tracker

    Having been bogged down in mythological research and with objective planning kicking my butt a bit, I decided to shift gears. I was previously using an open source self-hosted task tracking tool, but honestly I was using it very little. The development of Fracterebus is still in a phase where…

  • Mythology Research

    Mythology Research

    Fracterebus is loosely based on characters from Greek mythology. In an effort to make as much sense as possible to someone that decides to do some mythological fact checking, I’ve been reading a lot. It’s entertaining research and I’m doing it for the ideas it can provide that might make…

  • RNG Source

    RNG Source

    A conversation with a friend of mine led me to a bit of a realization about random numbers. I have always known the world generation was designed to be deterministic and would use the “world seed” value to initialize the stream of random numbers needed to generate a world consistently.…

  • No Win Situation

    No Win Situation

    My code has a place where constant values live that is accessible from everywhere. This makes it easy to get at things that never change without any complicated stuff. I’ve named it Constants. Yep, stayed up all night thinking of that name. In the constants, there was an engine version…

  • More of the Same

    More of the Same

    I have been working on objective planning for longer than I would like to admit. It’s been an interesting problem to get my head around and an even trickier one to actually solve. I’ve gotten my algorithm to the point that it produces graphs that are logically sound, but no…

  • Objective Graphing

    Objective Graphing

    One of the steps involved in procedurally generating a world is to figure out the order the player will actually be finding things. This doesn’t mean where they will end up in the world, at least not yet. This is called this objective planning and it’s required so the world…