Posted on July 18, 2009 by Josh Heitzman
Since my last post, we’ve moved from Las Vegas, NV to Reno, NV. While a number of NV natives describe the day drive between two as extremely boring, none of those making that comment seem to have driven through the unending flatness of the large parts of the Midwest. At least the drive between Vegas [...]
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Posted on February 22, 2009 by Josh Heitzman
While M3 planning was completed last week, parts of the plan had not been fully detailed in terms of the game mechanics or implementation. That design work is now complete, as it most of the refactoring to use a proper logging mechanism. The first phase including 3 refactoring work items and 1 new features.
The second [...]
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Posted on February 16, 2009 by Josh Heitzman
I finished up the planning for M3 earlier this evening. Most of the engineering tasks did get pushed from M3 into what had been the empty bucket of M4. The one I did keep was to add a decent logging infrastructure and replace various statements to print to the console with proper logging. Late in [...]
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Posted on February 10, 2009 by Josh Heitzman
I spent the day trying out numerous dueling scenarios to get a feel for how the game mechanics. After designing a succession of better units, I think there is likely room from improvement in the game mechanics. I’ve also decided that investing a lot of effort in tweaking the game mechanics with only [...]
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Posted on February 9, 2009 by Josh Heitzman
I just crossed off my last work item for M2 of Project Wellinghall and then spent an hour playing around with the fruits of my labor. One thing that is clear is I need spend some time writing some code that generates a bunch of tables so I can get a better handle how [...]
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Posted on January 13, 2009 by Josh Heitzman
In my last post I mentioned that it was time for me to start working with other folks again, that I was posting my resume to various sites, that my expectations of finding a good position were low due to the current economic climate, and that I was going to wait until after I finished [...]
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Posted on December 13, 2008 by Josh Heitzman
As Project Fangorn, a light weight web-based strategy game, has been put into the deep freeze and I’ve taken some time off to do some game playing, it is time to dust off Project Wellinghall and get back to work in it. I stopped worked on Project Wellinghall a bit over six months ago (5/22/2008 [...]
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Posted on December 7, 2008 by Josh Heitzman
Now that Project Fangorn is wrapped up and on ice, its time for the postmortem.
What went wrong:
Didn’t feel like I was productive enough.
Went off on a tangent developing a prototype space based architectural abstraction over Google AppEngine’s datastore and refactored prototype code to use it.
What went right:
Produced space based architectural abstraction over Google AppEngine’s datastore [...]
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Posted on December 4, 2008 by Josh Heitzman
I’m skipping the back burner, and putting Project Fangorn on ice. I just pushed up the latest version to webgamesbyjosh.appspot.com. In that version the first of the general standing orders was implemented and I did a little of the work for the exploration feature, but the user just sees a message that it [...]
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Posted on December 2, 2008 by Josh Heitzman
I just deployed a new version of Project Fangorn. This version uses the space-based architecture abstraction I created for GAE. The only difference users will see is that the best case user command processing scenarios about about twice as fast. Worst case is about the same as before.
While this version doesn’t have any new features, [...]
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