When I first started playing Fire Emblem, the pathetic idiocy of enemies defending castles struck me. A boss standing at the castle gates, just waiting for you to kill him. Castles have big reinforced doors! You could just stay inside and close the door! In many games such as FE4: Genealogy of the Holy War, … Continue reading Just close the door: Seizing castle shouldn’t be this easy.
Don’t manually format your code; use Astyle.
This is what computers are made for: automate boring, repetitive, simple tasks. Code formatting, indenting and beautifying is repetitive and long. Incredibly so. You should use automatic tools to perform this task. Unless you enjoy this task, in which case I suggest an amusing activity: repeatedly spilling water on the floor and cleaning it up, … Continue reading Don’t manually format your code; use Astyle.
AttackMap, MoveMap and DangerMap.
I've been programming a lot these past months, but behind the scenes things like changing the Entity-Compoenent-System and implementing unit tests. Today, finally! I have some progress that I can show. When the cursor hovers over any unit now (except if the cursor happens to be hovering on a unit upon initialization), the game can … Continue reading AttackMap, MoveMap and DangerMap.
Third-party tools
I am already using a total of 7 third-party tools in my game. I wish to list them and talk a little bit about their usefulness. All of these software are free and open-source, with very permissive licences that include commercial applications. All licences are included in the game's source code. I also intend to … Continue reading Third-party tools
Death comes. (No to Casual mode!)
In the game I'm designing, enemies must be killed in order for the game to progress. Friendly units are subjected to the same rules as every other character: if their Hit Points (HP) go down to 0, the unit dies, disappears from the playing field, and is never seen again, save for a post-game epitaph. … Continue reading Death comes. (No to Casual mode!)
Choosing a Pseudo-Random Number Generator
A random number generator is an important part of many software for a surprising number of applications including cryptography, numerical simulation and video games. I wish to talk a little bit about my choices for the pseudo-random number generator (noted as RN, RNG, or PRNG), because it illustrates some of the issues that I have … Continue reading Choosing a Pseudo-Random Number Generator
First post!
Welcome to the Average Bear's GameDev Blog! I'm currently developing a turn-based strategy RPG game, in the vein of Fire Emblem and TearRing Saga. I've already been working on this during my free time for 7 months. Anyway, this the first time that progress is actually worth showing: Units can move around the map. Beautiful … Continue reading First post!