Software Engineering in the Abrams Trek Age

Protectorate Dev Update: Facilities added. Civilians on their way.

I’ve been fairly busy planning the next dev phases for ‘Protectorate’ and one thing that has hit home to me was what I like to call ‘Scope-Bloat.’ This is the idea that you have too many features, or that the features you are implementing are way more complicated than they need to be. Keep it…
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April 4, 2019 0

Oh Behave! – Making Simple Game AI in Unity

Last year, I reached the point during the development of ‘Protectorate’ in which I needed to implement some basic AI. As a Software Engineer, I work mostly in automation. Automation brings with it a certain need for intelligence, even if it is very basic. These days, the hot AI topics are machine and deep learning.…
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March 31, 2019 0

Here Comes the Cavalry

We finally have people on the station! Sure they all look like clones and they can’t walk properly (they float around at the moment) but they finally exist. So now when you recruit officers, the transport ship arrives and drops them off. I need to work on the animation of a person as they walk…
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February 21, 2018 0

Major UI Overhaul and Other New Cool Stuff

It’s been quite a while since my last post but it’s all for good reasons! The pixel art style has been shelved a little (not totally) in favour of a more sci-fi focused art style for the user interface. The planet selector and title screen have seen the biggest visual changes. The station itself is…
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February 17, 2018 0

So I guess I’m making a game innit.

Yep. I’m making a game. Not only is it my first game, it’s pretty bloody ambitious. i don’t like doing anything small though so I guess we’ll see how it goes. 

September 3, 2017 0

‘Timekeeper’ Released to Unity Asset Store

Version 1.0 of ‘Timekeeper’ is now available to purchase on the Unity Asset Store.  ‘Timekeeper’ is a tool that can be used to simulate the passing of time within a video game. The user can display one or many text objects in a scene showing the date and time and choose the speed at which…
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April 24, 2018 0

Preparing New Unity Asset for Submission – ‘Timekeeper’

I’ve finished development on a new Unity Asset to simulate the passage of time within a video game. You will also be able to use the time in game to schedule future events. The asset is geared towards developers making RTS and Sim games. It’s based on code I wrote for my game ‘Protectorate’ which…
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March 31, 2018 0

Too much sim makes me feel grim.

I started working on a way to allow the player to select from a set of systems to install on their station. It demanded a whole host of different development phases to be pulled together. How would I structure the systems as data? What attributes should each system have? Technical aspects aside, this part of…
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October 25, 2017 0