Games can benefit from procedural generation greatly. It can provide a game with many hours of (re)playability without the effort of designing new content for the game. There are several games that embrace procedural generation and incorporate it as main mechanic. Notable examples are Binding of Isaac and Faster Than Light. These examples however can benefit from the fact that only at a discrete number of points, (randomised) decisions have to be made. In action games like Roche Fusion, the player has to be continuously challenged by a procedural and adaptive algorithm. In this post I will briefly look into procedural generation techniques, and discuss how these can be generalised to be applicable in a continuous game or application.
I have made several improvements to the blog section of my website. While the visual changes are minimal, the blog pages are now primarily rendered by WordPress itself. This makes drafting and previewing posts easier, and also makes the code a bit less obtuse.
With these changes I am also hoping to introduce a regular schedule. I will be posting a new blog entry every other week on Friday, starting with my post from yesterday. In the other weeks, I will usually be posting on the Roche Fusion dev log instead.
It is now possible to follow my blogposts by using the feed in your favourite feed manager, or you can follow me on Twitter (@tomrijnbeek) where I will also be announcing my blogs in addition to thoughts and images on whatever I am working on or thinking about at the time.
(Almost) no Steam game comes without achievements these days. Achievements are a way to challenge the player in different, sometimes unconventional, ways. Roche Fusion wasn’t any different. For Roche Fusion I wrote a framework to manage achievement in a way that would not be too intrusive in the rest of the code. In this post – loosely based on a dev log I wrote for Roche Fusion – I will explain this framework, and go into some implementation details as well.
A while ago I wrote about the research I was doing on narrative engagement in games. While I finished the research project, I have no yet had the opportunity to write about the results of the research.
Maybe you have heard me talking about it, maybe you want to know what that title even means, or maybe it just sounds interesting and are keen to hear more about it. Either way, as I promised I would do a small write-up about the research project I am currently working on.
It has been a tiny bit quiet on here, mainly because there is so much to do. I am planning on writing a small update on my research project today or tomorrow, so stay tuned for more information on that. In the meanwhile, I did make some small updates to my website.
If you are reading this, you probably already figured it out: my blog is up and running. My website has already been up for a few months now, but I wasn’t happy about the design. Furthermore, my wish to not have my website run on WordPress, made the editing experience for my blog not as slick as I wanted, so that kinda died off.
So, here we are, a few months later with a revamped design and an actual blogpost. How did that happen?
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