Lobby!

I’ve been holding back on sharing the lobby functionality because it’s still pretty raw and because it’s not as interesting as “in-game” interactions. But here’s a quick video, showing the lobby flow. I edited the video to remove out time lapses and loading time. Current functionality allows players to join, leave, change their color andContinue reading “Lobby!”

September Roundup

What a frenzied month of development this has been for me! I got a lot of work done and you may have noticed more updates on this site as well. I have stepped up work and blogging in the hopes of gauging what my baseline output can be when I dedicate regular amounts of timeContinue reading “September Roundup”

500+ Test Scripts!

I’ve hit a new milestone, 500 test scripts! Having worked in software development for a while now, I have become a strong advocate of test-driven development. Test-drive development (or TDD) is a method where you design the test scripts for the feature you are developing before you actually write the feature. The test scripts setContinue reading “500+ Test Scripts!”

Growing Forests

The players’ goal in Arborlands is to develop land into a habitat for their Arborins. This is accomplished by two basic tasks: Today I’ll be talking about growers and the growing task. Growing Growing is a foundational ability of your little animal society. In order to grow trees on the land you must assign aContinue reading “Growing Forests”

Micropost: mapified journeys

Here’s a zoomed-out view of some troops traveling around on their routes. I like how the colorful icons look on the tan background. the scene looks clean and easy to manage! ๐Ÿ“๐Ÿ“ˆ๐Ÿ“Š