5 characters it would be GREAT to see in Street Fighter V

At E3 2015 Street Fighter V‘s known roster was expanded to a total of six, adding Cammy and Birdie to the palette. Birdie was quite the unusual choice, being one of the less-popular characters in the Street Fighter Alpha semi-spinoff series. Here’s five characters I’d personally love to see among series favourites and (hopefully) original… Read More 5 characters it would be GREAT to see in Street Fighter V

DEVLOG: Random Acts of Mining, part 4 – a splash of colour

Thus far the bulk of RandoMining’s development has been generating the layouts. I decided early on (and after a few tests) that I’d create 16 layouts, each one having 8 player start positions to choose from (giving from the offset 128 possible ways to start any given game, and that’s before the random-generation). These have… Read More DEVLOG: Random Acts of Mining, part 4 – a splash of colour

Thoughts on classifying games by genre.

Game classification by genre is a bizarre and pretty short-sighted thing, isn’t it? It can mean so much, and often very conflicting things. For example, when does “adventure” stop meaning the same as an “action role-play game” like the main Zelda series and when does it mean “puzzle-based interactive story” al la Monkey Island? When does… Read More Thoughts on classifying games by genre.

DEVLOG: Random Acts of Mining, part 3 – putting rocks in the dirt

Yes, that title is a reference to Terraria‘s map generation. And why not? Early on I came across a problem with Random Acts of Mining and how I intended to implement the procedural generation of the soil; although objects themselves could get away with being randomly-placed absolutely anywhere (and with gravity enabled, fall to where they’d normally fall),… Read More DEVLOG: Random Acts of Mining, part 3 – putting rocks in the dirt