Generating Ancient Ruins

Generating Ancient Ruins

While creating algorithms for random continent generation, I came across an old algorithm I had worked with called Coupled Map Lattice. Using that to create a continent was hard but I was able to accomplish it doing layers of filters:

  • generate map with noise between -1 and 1
  • apply CML using Spatiotemporal Intermittency settings
    • (a = 1.75, ε = 0.6)
    • I found that using something too chaotic didn't have a noticeable affect compared to just generating noise in general.
  • normalize values to between 0 and 255
  • apply a gaussian blur
  • normalize values to between 0 and 1
  • apply slight height

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Ability Icon User Experience

Ability Icon User Experience

When using abilities within most games the user doesn't have any time to look for an ability name so recalling an ability quickly by an image or icon that accurately represents it is incredibly beneficial. Similar to this idea, there are 4 basic requirements when creating ability icons. Below they are listed in priority order.

  1. It must be easily used (click/button press, etc.)
    • The user shouldn't have to look around documentation to understand what button to press
    • The user shouldn't have to struggle to hold down multiple buttons just to use it
    • Accessibility should be taken into account (screen

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Balancing Game Mechanics

Balancing Game Mechanics

Two of the most influential components to decreasing LOE in balancing game mechanics is automating the most essential parts of testing those mechanics, and providing meaningful and easy to understand graphs. Some meaningful questions to better lay the foundation of balancing and creating these components:

  • What are the actual core stat(s) that identify survival? (Usually health)
  • What are the ancillary stat(s) that help facilitate the increase or decrease that core? (damage, strength, dexterity, etc.) I'm assuming all actors here are equal and we aren't comparing apples and oranges.
  • What are the supplemental stat(s) that may contribute to

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When A* Mobile Pathing Fails

When A* Mobile Pathing Fails

Recently implementing a super easy JS library for A* pathfinding called easystar, I discovered an interesting issue: All the mobiles would collide in certain locations or "hotspots" on the maps.

There are two main reasons I can see for this:
1. The map itself is most easily traversed through certain spots.
2. The map is ONLY traversable from one side to another through certain locations.

What's likely exacerbating the issue is I'm allowing a mobile to pick a random spot on the map (apparently they know all things,) and then A* pathfind to that location (yep, they're super smart like

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Angular was dead on arrival

Angular was dead on arrival

I'm commonly asked why more people don't choose "angular2" which in my head I correct to "angular". (we're on angular 3 alread.. no, 4,... no.) Quite simply, the answer is Typescript. Whether we like it or not the majority of javascript developers in our field are new or mediocre developers who don't have the time or cognitive ease to attempt to learn another language.

It was a huge mistake for the team to release the library with the small amount of constantly outdated documentation entirely in Typescript. Most stackoverflow searches for angular aren't even relevant or accurate given the constantly

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