Monthly Archives: April 2013

Map-Editor: Days 3 & 4

When I was at Electronic Arts there was a legend about a function in FIFA called DoBestKick. It was the ur-function for determining what kick an AI player would do. The story tells that no one really understood the inner workings

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Map-Editor: Day 2

As much as I liked the idea of drawing walls by following the mouse—allowing the user to turn corners while adding walls—it was too much like drawing a straight line with a mouse in MS Paint. I’ve opted instead to

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Making Maps

You may have asked yourself, “can a map editor be written in a day?” It’s a question I asked myself. The answer is, in this case, not entirely; but let’s see how far we’ve come. I spent some time yesterday

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Test Drive

You can only work in a vacuum for so long, before hands-on feedback is necessary. And this is that time. Now’s your chance to take some miniatures out for a spin and let me know what’s working an what isn’t.

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Big Maps

To test out new features and performance, I needed a bigger map. I used the random dungeon generator at Donjon to create a modest 46 square x 58 square dungeon. I learned a few things from this test (other than I

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A Fresh Coat of Paint

I dropped in my first “painted” miniature today. Unlike the dwarf and the ogre miniatures, this one isn’t a copy of a Ral Partha miniature. It’s an original sculpt.   It’s really hammered home the need to open up the

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The Die is Cast

The one feature that I knew I wanted for dice was rolling the dice directly on the map and watching them clatter about and bounce of the walls, floors, and miniatures. I wanted to avoid using the Unity physics primarily

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What you see is…

Probably the most head-scratching, frustrating feature I’ve tackled so far has been calculating line-of-sight. It’s something that can’t work 90% of the time, or fail on some edge cases. It has to work 100%. And that’s the part that kept

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