Tag Archives: Procedural Generation

Going Nowhere not fast enough

Nowhere

Nowhere is a place outside of… well… outside of everything. Or inside something. We don’t know.”

And with that introduction husband and wife team Duangle have forever endeared themselves to me as people and as developers. But they go on. “Strong social AI”. “First person experience”. “Procedural content”. “Emergent player-driven storytelling”. Let’s face it, with those phrases they may as well just have opened up the top of my head and pressed the “Want” button.
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Things to look forward to

TAW LogoWoolly Pootle. Bishops Twiddle. Just a couple of the things that made me giggle this week. But more than that, it’s part of something I’m really looking forward to. Silly names, hats and robots, there’s a good few games worth keeping an eye on in the near future, with nary an oozing AAA label in sight. Here’s a quick rundown of three upcoming games you should be excited about.
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Making a game for fun and… that’s it

About a year ago I found myself with a couple of weeks worth of evenings free, so I decided to sit down and have a crack at making a game. Not because I had an amazing idea for a story or some mechanics, just to see if I could. A few hours a night for two weeks was enough to make some decent progress on the skeleton of the game, and one day I hope to go back and finish it off, at least to the point where my initial plans are all implemented.

This is the first in a series of posts describing the game (working-and-definitely-not-final title: Extraction), what I’ve done so far, and where I plan to go next, with a focus on the parts I personally found most interesting.

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