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 and…
Dev Sketchbook: Rocks and Such
Sharing a quick entry from my sketchbook. I’m practicing what small corners of the environment might look like. I want to make sure when I draw a rock, that it looks like it’s made of rock. Straight corners make rocks look harder and “newer”. I use smoother lines and a layering effect to imply older,…
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 time…
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 set…
Micropost: (tiny) New Feature
In a bit of an extension of the last micropost about resurrecting an old route management feature, I plodded ahead and made deleting route nodes easier. It is now possible to delete all the nodes in sequence. You just have to select a node and hit the Delete button. When that node is deleted, the…
The new troop profession icons (Part 2)
Last week, we looked at the icons for Troop One, the Growers, and the Gatherers. This week we are continuing our look at the new profession icons, featuring the Caretakers, Rangers, and Builders! Caretakers Caretakers are educators, doctors, and storytellers. They care for the community’s health and spirit. This is the most elaborate of all…
Micropost: Resurrecting Lost Features
So, a while ago I realized that my entire game’s graphical scale was tiny. This was causing problems with testing and development, so I scaled up all the assets to a normal size. This shouldn’t have broken anything, but it broke a lot. I got almost everything working again, but I never recovered the route…
The new troop profession icons (Part 1)
Arborlands has a large element of labor placement. The basic labor-providing unit in the game is the troop – a grouping of several arborins who can perform tasks. Which tasks the troops carry out and where is up to you, the player! Because troops have specific professions that play different, critical roles, it’s important that…
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 a…
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! 📝📈📊
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