Tag Archives: Project Wellinghall

Changes in location, employment, and project II

It’s been nearly three years since my last update on this blog.  During the first two of those three years, I was making some regular updates on Facebook and later Google+, but I haven’t been updating those much of late … Continue reading

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Changes in location, employment, and project.

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 … Continue reading

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Project Wellinghall: M3 design complete

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 … Continue reading

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Project Wellinghall: M3 planning complete

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 … Continue reading

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Project Wellinghall: M2 complete; M3 planning begins

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 … Continue reading

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Project Wellinghall M2: Coding complete, now for some tweaking

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 … Continue reading

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Project Wellinghall back underway

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 … Continue reading

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M2 planning complete, coding begins

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 … Continue reading

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Back to game mechanics, coding blocked

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 … Continue reading

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Game mechanics revamped; time to start coding again

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, … Continue reading

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