July 22, 2014 - Inventory and Equipment System

After thinking a little bit about the equipment assignment solution that I came up with yesterday, I noticed a glaring flaw. I forgot to include non-player entities in the problem domain. The system that governs the players’ inventory manages the `InventoryItemID`, which is basically just a long assigned to an item entity upon addition to the inventory. The item ID is then used as a reference by the system that governs units equipment slots. This works awesome! For players.

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Game Mechanics

I haven’t updated in a while because I haven’t written any code or produced any flashy images.


Instead, I decided that it was high time I sat down and wrote a document outlining the inner workings of absolutely every mechanic and all the math required to support those mechanics.

We now have a 63 page game mechanics document! Over sixty pages of rules, tables, lists and math!

I have no doubt that everything will need to be tweaked, massaged, and finessed before an accurate final version can be announced, but having this document will dramatically decrease development time. I found that without a clear definition of mechanics, I was spending too much time redesigning and refactoring; one step forward, slip and fall on face.

If you hit the ground running and have no clear destination, you’re likely to run in the wrong direction. Knowing roughly where you’re going is more important than knowing how you’re going to get there.

Started learning blender. Fantastic program! Made an asteroid, added a planet, blew up the planet, made it pretty.

Roughly 73,728,000 possible combinations of parts and color.

Just for the pistol.