The kids at Kongregate love kommenting!

posted on
4th October 2010

posted by
Zachary Lewis

…thanks, guys.

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Forward Thinking and Content Generation

posted on
1st March 2010

posted by
Zachary Lewis

One of the biggest problems when working on a game (or any project that is constantly changing) is trying to predict the future. ¬†From the start, we knew we wanted to have multiple maps with different layouts in each; however, upon implementation, many unknowns appeared. Will we ever change gravity on a map? What about the map radius? How about friction, lighting, run speed, jump height… the list continues ad nauseum.

As a developer, I’ve got to constantly ask these questions (and often times, come up with my own answers). While working on the map editor, one question came up that had never really been addressed before: Will our towers have different radii? The official answer: “I dunno’.” The programmer’s answer: “They can.”

Warning: The following post contains math. To make up for it, I’ve also included screenshots with captions consisting of mostly smaller words.

Edited: The final bit of math is now actual math and not made up wrong math.

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Videolog: Monolith Engine Reconstruction and Enemy AI

posted on
21st February 2010

posted by
Zachary Lewis

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