Category: Dev
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Good Architecture
Sometimes you code a thing and hate it while you’re doing it. You figure “eh, it’ll be fine, I probably won’t need to mess with this again” and for a while you’re even probably right. The time has come around where you need to modify that thing with all the…
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Keys and Locks
In game design, at least the way I do it, there is the concept of keys and locks. These control what I call objective planning. Essentially, the flow from one place or task to the next. Sometimes the keys and locks are literal, like find the red key to enter…
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Black Triangle
There is a story I remember reading from years and years ago that really resonated with me as a developer. In this story, which was from the original PlayStation era, a bunch of developers started cheering excitedly while crowded around a TV. Someone that isn’t a developer wanders over to…
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Game Engine Versioning
Games that generate their worlds randomly have the problem that the generation should probably be deterministic. Meaning, using the same random seed value should always make the same world. This means seed codes can be shared with friends and they would all get to play the same world together. This…
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Language Performance
I had previously said I was going to code Fracterebus in Godot using GDScript for the flexibility of export targets it offers, but then I noticed three things. The first one wasn’t really a surprise for me. I just really don’t like GDScript. It’s very Python-like and I have never…
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Project Started
I have now officially started this project. I came up with a name for the game (Fracterebus), grabbed the domain name for it (https://fracterebus.com), and started setting up all the web related things for it. Still a bunch more web stuff to do before I’m happy with that side. After…
