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Posts tagged game

Using tags for metadata and lookup.

With my object system prototype, I wanted to explore the possibilities of tagging. An article in AI Game Programming Wisdom 2 (”A Flexible Tagging System for AI Resource Selection”, by Paul Tozor) spurred my imagination: the article poses the scenario of a first-person sneaker. The player sneaks up on two guards and overhears them complaining about the cold. The straightforward [...]

Enabling data-driven object construction.

In my research, I’ve spent a lot of time reading what the developers of rogue-likes have to say. One of the more famous rogue-likes, Angband, uses text files to define just about everything in the game. This sounds a lot like the Pragmatic Programmer dictum: “put abstractions in code, details in metadata.”

Free Sky: Objects in Space

For a comprehensive RPG like Free Sky, we’re going to need a good object system. This system should be no more complicated than necessary, allowing for easy design of game objects and quick overhauls when the game design changes. This mini-series will be a quick sketch of my thoughts toward this end.

Some principles, before I get started:

Enable data-driven object [...]

Free Sky: People

The most important design principle that Free Sky must fulfill comes from the inestimable Chris Crawford:

People, not things.

Free Sky: Ambition

So, there’s this computer game I’ve been working on for the past three years. The working title is Free Sky, and the concept is very ambitious. Too ambitious, in fact. I have had several aims with this project, with varying amounts of success:

Focus, Redux

Nearly three years ago, I wrote about focus. This is my update on all that, and my rationale for reviving a near-dead blog. If you don’t want to read this lengthy screed, I’ll sum it up here:

I have to start writing again. Regularly. Newstalk is my chosen venue. If I don’t write here several times a week, please harass [...]


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