In the far distant past of last October I showed a little Stage3D accelerated particle system. Displaying a fantastic rate of progress I’ve made the same thing again, but this time it’s better, and uses HaXe.
The outline for a method to incorporate lock-and-key style progression in a generated game world.
An explanation of the path-finding system used in Maggot Blaster, and how it was used for more than finding paths.
Outlining a technique to rapidly generate top-down buildings, with a focus on their use as gameplay elements.
Continue reading “Simple Procedural Building Generation” »
Maggot Blaster is now almost finished, just needing a little more testing before I start seeking a sponsorship deal ready for it to be released. This post gives a brief overview of the game. Continue reading “Maggot Blaster 500” »