I was on call this week for work so the update is pretty tiny (read: maintenance). I didn't even get in that code refactoring that I wanted so I'll make that this week's goal.
Scripted Builds and Linux
I just finished scripting my build process which made it easy to provide a Linux version! You can find it on the Fragmented Galaxy page now. (thanks to GNUgamer on Reddit for the request)
Fragmented Galaxy Updates
I just pushed a new update for Fragmented Galaxy to the site. Read more about it on the Version History.
Next week's update might not have much to see. My existing code-base is getting a bit ugly and needs some refactoring to keep me sane. Right now most of the scripts are hard-coded for the single ship interacting with passive objects. I am going to abstract the commands and various ship states so I can start to implement multiple ships. This goes hand-in hand with the modularization I want to do so I can swap in new algorithms more easily for faster iteration.
While that all might sound like a bunch of buzz-words put together, I promise it will help the game.
Thanks for the comments on the Greenlight Concept page and keep sharing!
Population Growth in Games: Part 1
It has always bothered me at how unrealistically populations grow in real-time games. Let me explain...
Remember the orcs in Warcraft III? The orcs broke out of the internment camps and sailed to Kalimdor in a finite number of ships so we know they didn't bring a ton of warriors with them. To dominate the region Thrall had to raise an army. "From where?" I hear you asking.
That's my point!
Where did all those extra people come from? We certainly didn't see any female orcs come with Thrall so how does reproduction work in this world? Do orcs just spring forth from the ground? While this particular discrepancy does not apply to Humans, (we see human women and children all over the place) another one does: rate of reproduction.
From what I can tell, it takes 30 seconds from request to delivery of a trained-killer, blood-thirsty, adult orc. The same goes for the humans too! So the orcs and humans developed either time distortion or cloning and probably both. This isn't completely out of reach, they do have magic after all.
But this just makes the story of the orc race even more tragic. How did the orcs lose their female gender? From the lack of female orcs in WC3, it had to have been before this cloning thing was invented. It means that within ONE generation the orcs lost all their females THEN found a method to preserve their species. This is both depressing and super lucky.
However, the humans must also have the same methods. Human swordsmen pop out of barracks even faster than grunts. And they need to! When the orcs could reproduce so quickly the humans needed to bolster their population to keep up.
In fact, I think I can pinpoint when this cloning procedure became widespread.
Once the orc populations grew to overcome the resources of their world they needed to find another one, hence the portal to Azeroth and the First War. So, just before Warcraft I, the humans found out how to use this cloning magic and win at Stormwind Keep and eventually gain domination over the orcs in Lordaeron. Plus the humans get to keep their gender diversity intact.
Also, somehow the orcs restored their missing female genetic code after WC3 because there are female orcs in World of Warcraft.
Unfortunately this sort of thing happens in a ton of games that deal with populations. People seem to just pop into existence from nowhere which has always annoyed me. I know these are just games and they are meant to be fun. After all, how can you have huge battles without large armies? How can you collect enough taxes to build empires in just a few hours? Did I nerd out too much?
Visit again in a few weeks for the thrilling conclusion, and to see what I am thinking about for Fragmented Galaxy.
Fragmented Galaxy Updated
I just uploaded a new version of Fragmented Galaxy! Visit the web demo to check it out and for a version history.
Welcome Back!
A new year, a new website, it seems.
I am currently hard at work at Kiva Systems but in my spare time I program for fun and sometimes (read: rarely) create something decent.
I am working on a few projects using Unity 3D. I call my project development process 'project-ception' because I will start something then make a smaller game to investigate a problem in my main objective, then deeper and deeper. It never ends.
However, the Unity 3D Asset Store has helped me out a ton. For a few dollars I can get a re-usable module that I don't need to re-invent. That helps me stay interested and make progress more quickly.
And, it helps me actually get something released. Speaking of which, check out the prototype for a space-based RTS control scheme I created.
I haven't blogged in a few years (since during college) and wanted to start again now that I am making prototypes that I feel comfortable showing the Internet. My old schedule was once per month, I think? I might want to do something at least weekly now but the schedule is likely going to depend on interest.
Welcome to my corner of the Internet,
-Tristan
P.S. Bear with me as I adjust to Squarespace. Pages may move and change color in the interim.