I had great fun at IRDC 2016.
Shout out to Kawa for organizing and MCing the whole thing.
I gave a talk on “Writing Better Code”.
Here are the slides:
Thanks for playing! If you want to send me feedback directly, use my email of techbear AT gmail DOT com.
I had fun yesterday adding sound FX. It’s fiddly but enjoyable work.
Yesterday was a lot of work, but it was all over the place and unfocused. I don’t think I did any work I had to throw away, but now that the game is working, I don’t really have a big vision I’m working towards anymore.
I spent Wednesday (day 4) grinding out lots of features. Got in friendly units, and the code that lets you interact with them without killing them or you. I got stations in the game. I got your little ship “docking” with the map, so you start from a position of (relative) safety, and can retreat there and leave the map.
Day 3 was mostly about the weapons. That artwork I’m using (licenced from oryxdesignlabs.com) has a bunch of little people holding a bunch of different weapons, so of course I wanted to use them. I built a weapon table that looks like:
Almost all of day two was building my strategic mode. A spacemap of planets, that the player ship could fly between.
I feel I made good progress on day one. I’ve got a tactical game working, I’ve got game art in and looking good.
I spent a lot of time on mapgen, and I’m not completely happy with the results, but good enough for now.
Here we go!
Tomorrow I start my 7 day roguelike game for the 2016 event. Why not today? Well, I had things to do. Plus, a travel cold kicked my *butt* last week, and I’m still recovering. So I want the extra day.
This year, I plan to make a generalized Sci-fi roguelike, set in my own Artemis game universe. It makes sense for several reasons; let’s see if my muse will listen to reason. 🙂