With the goal of preparing for the creation of new graphical assets, I’m starting this series of sketchbook entries. Every week, I’ll be sharing some of the concept art that I’m working on. I hope you’ll like them! I need to get in very good practice for drawing animals and plants, especially as I prepareContinue reading “Sketchbook: grassland ideas”
Author Archives: Arborlands
Multiplayer Networking: Syncing Animal Movement
When I started multiplayer programming, I was not expecting to have too many issues with character movement. After all, nearly every game has moving avatars, so I expected built-in methods to have this covered. But, of course, things aren’t that simple. Games vary wildly from each other, and the way characters are controlled can beContinue reading “Multiplayer Networking: Syncing Animal Movement”
Sprite of the Week: the humble crackledome
Welcome to Sprite of the Week! Here, I will be sharing a sprite every week; some sprites are implemented in-game, and some are perhaps on the way to being implemented. For our first sprite, I present to you – the crackledome! Crackledomes are programmatically considered “low growers” – smaller plants that characters can move throughContinue reading “Sprite of the Week: the humble crackledome”
Our First Multiplayer Dev Vlog! π
Join us as we review the game’s current features in the first real-time multiplayer dev vlog!
Maps and Test-Driven Development
Below you can see a video with a series of maps being generated in real-time. The larger maps take longer to render, and you can see that the plants get rendered before the land squares are moved into place. This feature gives the game a lot of flexibility in generating maps that are non-repetitive andContinue reading “Maps and Test-Driven Development”
Land Ho! Generating a Procedural Map
Hi all! On the last week of September I worked on finalizing the map generation. I’m really happy to hit this milestone as I move towards creating a playable prototype of the game. Currently there are three land types: Forest, Grassland, and Rocky Desert. My challenge was to create a map that would feature allContinue reading “Land Ho! Generating a Procedural Map”
July 2021, Week #1- Moving Plants
It’s only been a few days since my last post, but I do have new things to share. First, I want to acknowledge a very important milestone, on 2021-07-05… π Arborlands reached 100 followers on Twitter π It seems the moving bushes were very popular and a lot of new people joined in! It hasContinue reading “July 2021, Week #1- Moving Plants”
June 2021, Week #4
Hello! This is a late dev log, I took a chance to relax a bit over the long 4th of July weekend and as a result I’m publishing on a Wednesday instead of Sunday π . I’ll be back to the regular schedule this week! Summary Graphics Grass and shrubs that shake when the troop walksContinue reading “June 2021, Week #4”
June 2021, Week #3: Unit Tests!! π
I hope everyone is well! I am quite tired right now because this week had some heavy lifts but I achieved two main things: Quick Summary π₯ Unit Testing library added to project Tests created for most Route behaviors π₯ On-line Node creation now available Unit Tests Unit tests are scripts a developer runs thatContinue reading “June 2021, Week #3: Unit Tests!! π”
June 2021, Week #2: Rocks and Nodes
I hope everyone has had a good week! I had a fairly productive one. The work I did doesn’t translate into many new visuals in the game, but I’m still happy to share them with you! Quick Summary Just for fun, this week, I’m giving assigning medals by how important each feature is π: π₯Continue reading “June 2021, Week #2: Rocks and Nodes”
