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 [...]
Filed under: Game Development | Tagged: Game Design, Project Wellinghall | Leave a Comment »
Posted on October 2, 2008 by Josh Heitzman
Game Design
In thinking about the exploits feature (as previously mentioned) I came to the conclusion that having players achieve singular global exploits by being the first to do something would give to much advantage to those who start a hear, round, or game exactly when it began. First I was thinking about changing it to [...]
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Posted on September 15, 2008 by Josh Heitzman
Code and UI Design
Over the last several days I have been mocking up the layout of various web pages and designing the interfaces that the controller will utilize (Pylons makes use of the Model-View-Controller software design pattern) get game data and issue game commands. This work uncovered several flaws in the data model, one [...]
Filed under: Game Development, Web development | Tagged: Game Design, Project Fangorn, Pylons | 1 Comment »
Posted on September 11, 2008 by Josh Heitzman
I pretty much finished up the design for my light web strategy game the evening before last. Yesterday I hammered out the data model and found a few small things missing from the game design, which were easily rectified. I just reviewed both the game design and the data model and only managed [...]
Filed under: Game Development | Tagged: Game Design | 2 Comments »
Posted on September 9, 2008 by Josh Heitzman
I had an idea last night for PvP conflict game mechanics that doesn’t use traditional stats based combat between units. Instead units are unkillable, but they are downgradable (by a upgraded specialty unit) and stealable (through two stage process by two upgraded specialty units). Downgrading is somewhat like killing a unit as the [...]
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Posted on September 8, 2008 by Josh Heitzman
While I was out of office recently I made good progress on the design of what would have been my first web-based strategy game. I say “would have been my first”, as it became clear that it was going to take longer to actually implement then I wanted for my first web application. [...]
Filed under: Game Development | Tagged: Game Design | 1 Comment »