pathfinding

Some 90 days ago, I posted my previous post here. Some 90 days ago, I also started working seriously on my Bachelor’s project in Computer Science – which seemed to drain whatever leftover creativity and willingness to write anything in the creative end of the line.

Now, however, the project has been handed in, and I have exam next Tuesday, which will – no doubt – be rather exciting. The project itself is about game balance in board-games, which included me and my “partner in crime” made our own game from scratch, and making A.I.’s that could challenge each other in it, in order to prove said balance – a thing I really enjoyed.

Looking back, that would mean that I’ve actively taken part in two games (the other being Gwardar in the summer – which I still plan to eventually make into a version that doesn’t require a terminal-window and a ZiLOG-board) over the past half year – and enjoyed every second of the brain-storming and development.

As a result, I underlined one of the big questions in life: “Where am I going?”, which I had known the answer for quite a while. It’s where my education is leading me, at the least. Perhaps that’s also what my creativity has been spend on since then, and to build a bit on that, I decided it was a good idea to write a 6-parter blog on how I find the process of creating a game. Yes, it’ll be very basic – and only cover small ideas like these. But with all things, we always start with the small things.

So with that, I hope I’ll be able to scrap off some creativity from somewhere, and get this 6-parter going – and leave you with what I plan on covering in the different chapters

  1. Getting the idea and developing the backbone
  2. Visual results and basic testing
  3. First signs of a game, modifying the base idea
  4. First rounds of balancing issues and bugfixes
  5. Battling an AI and customization – …and killing more darlings
  6. Final touches and looking back

Till next time – which is hopefully a period sharply lesser than another 90 days.

About Gnub

The one and only Virtual Wildebeest. Normally known by the name of Emil Erik Hansen, but just as often seen online in the shape of Gnub. Not to fear - they're quite alike.
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  • http://gnueless.com/ Gnub

    I plan on doing this blog-series at some point, but I will probably combine it with the (re-)production of Gwardar, or another game-project. The reason is, that it’s simply easier to describe, when you have an actual project between your hands.