Tag Archives: Project Wellinghall

Game Mechanics Revamp

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 … Continue reading

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M1 Game Mechanics Progress II

I finished coding up the game mechanics I had planned for M1 (i.e. the first milestone/iteration), but I found that a few more will be necessary to get to something playable. I also completely forgot about one aspect of the … Continue reading

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Game Mechanics Design Progress

In between family visits, tax time, and commodities volatility I did manage to get a good amount of design work completed on core game mechanics. When I implemented my minimalist simulator last month I ran into some areas of game … Continue reading

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A look back and a look forward

Yesterday marked the end of my first month of code crafting after leaving Microsoft at the end of last September. Come to think of it, its really my first full month of code crafting since I switched from the VS … Continue reading

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Ultra simple simulator running

Getting two processes talking to each other over UDP/IP with Twisted was no problem. There was a Win32 one hack the author’s had put in that would have been a show stopper; however, they did it in such a way … Continue reading

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PyOpenGL good; now for Twisted

Over the last week and half wxPython and PyOpenGL haven’t made me wish I was working in C++ except in one instance today where call through wxPython into wxWidgets wasn’t returning so long as the window was being moved or … Continue reading

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Off to a slow start

Prior to getting sick I had been making solid progress on planning and design for the games I want develop as well as some core technology that will be useful more serious endeavors as well. Once I started feeling better … Continue reading

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