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 [...]
Filed under: About Me, Game Development | Tagged: Project Wellinghall | Leave a Comment »
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 [...]
Filed under: Game Development | Tagged: Project Wellinghall | 1 Comment »
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 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 [...]
Filed under: Game Development | Tagged: Project Wellinghall | Leave a Comment »
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 [...]
Filed under: Game Development | Tagged: Project Wellinghall | 1 Comment »
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 [...]
Filed under: Game Development | Tagged: Project Wellinghall | Leave a Comment »
Posted on May 15, 2008 by Josh Heitzman
Since my last update on the progress of developing my game, I flushed out the game mechanics details I needed to get further coding unblocked and took care of the remaining low hanging fruit in regards to refactoring the code implementing M1 hacked up game mechanics into code implementing the newly revamped game mechanics for [...]
Filed under: Game Development | Tagged: Project Wellinghall | 1 Comment »
Posted on May 12, 2008 by Josh Heitzman
As stated here I’ve been working on refactoring my game code to bring it line with my newly revamped game mechanics. The interface between the simulation and the results viewer has been refactored and a decent chunk of simulator code has also been refactored, but further progress there is dependent one aspect of the [...]
Filed under: Game Development | Tagged: Project Wellinghall | 1 Comment »
Posted on May 7, 2008 by Josh Heitzman
At this point I’ve flushed out most of the core details of my idea for deepening the game mechanics and its looking good. On Monday it seemed like I had solved the last tough problem without creating any new problems, but it took a couple more days to detail out that solution sufficiently for [...]
Filed under: Game Development | Tagged: Project Wellinghall | 1 Comment »
Posted on April 29, 2008 by Josh Heitzman
In this post I mentioned that I had “forgot[ten] about one aspect of the implementation, which was how much the options will actually cost to build into a unit.” I had the seed of an idea for how I might be able to do this without needing to do it arbitrarily for each and [...]
Filed under: Game Development | Tagged: Project Wellinghall | Leave a Comment »