This past weekend, my ever-dependable Synology unit fell silent. Rather than a simple power down, it seems like a more substantial hardware failure has occurred. Although the power adaptor appears functional, no amount of coaxing can revive the unit.
I set myself the target of completing one project per month. The intention when I set this target was to work on small achievable projects that I could complete in a month, for the entire year. Time flies when you’re having fun. Here is my March update for everything I’m currently working on.
Random level generation is a powerful tool that game developers can use to enhance replayability in their video games. By generating different levels each time a player starts a new game, developers can keep the gameplay fresh and exciting for players, encouraging them to come back for more.
The perception of time passing faster as you get older is an odd one, you would assume that time would appear to fly when you were younger as you have experienced less and each moment in time is a larger percentage of your whole existence and yet here we are, it’s the end of February… How did that happen? It will be Christmas again soon!
Boing! is a side scrolling game in which you bounce a ball down an alleyway avoiding obstacles to score points. It features a random level generator which arranges a collection of predefined level segments to create an infinite level design that changes every time you play the game.
Hey there, everyone! It’s been a minute since my last update, but I wanted to share with you the progress I’ve made on my two game projects, Bloxkrieg and Boing.
As any avid gamer can attest, video games can be challenging, frustrating, and downright difficult at times. However, what separates a good game from a bad one is the ability to keep players engaged and motivated to keep trying, even when the game is pushing back hard. One of the ways game designers accomplish this is by using a concept called “graceful failure.”
As an avid gamer myself, I’ve always been drawn to games that offer random level generation, from the likes of Diablo and Elite to Worms and Civilization. Each game has its own take on random level generation, and I’ve been inspired by these experiences to develop my own approaches.
Greetings, fellow gamers! As a game developer, I have been working on an exciting 3D game with rogue-like elements in Unity, and I have come across a crucial question in my development process: How can I persist data between scenes and game sessions?
Recently we released a game called Bloxkrieg on Google Play. The first round of fixes made it functionally better in several ways. Now we have some gameplay updates with some more fixes!