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Game dev updates

It’s been a while since my last post. There’s good reason, but in all honesty that gets thrown around a lot. The truth is, I’ve not been keeping up with posting about my game dev adventures because of a lack of motivation whilst also learning new skills at work. Skills such as Docker, Docker-Compose, Terraform, AWS – Useful skills for my work and also for some webapp based work. However, I’ve come to a realisation about what to do next… And a way to add more content back here again.

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Full Motion Video (FMV) Adventure Game – A Basic Demo

Last week, I was contacted by Phil who has commented on this site a few times. He’s a good friend who I’ve had the pleasure of knowing since about 2013-2014. His first impression of me was of a short guy cosplaying Edward Elric and being chased around by a Slenderman. What a day that was… Nevertheless, he reached out and asked what would be needed to make an FMV game. I told him I’d do one better than that – I’d make a simple demo to explain the principles behind it.

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Matchagana – A matching ‘game’?

What happens when you start learning a new language? No, I’m not talking about a programming language, I mean a normal everyday language. You find that there are hurdles to get over – and for me, one of these hurdles is memorising Hiragana. As a way to practice Python, I created Matchagana, where you match Hiragana to its Romaji equivalent.

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Refactoring: Why It’s Important

Refactoring is a technical term that, in short, means to clean code up. Sometimes when we’re coding an application or – in my case – a game, we get hung up on the end result. We want people to be able to experience the game and enjoy it for all that it is. We also forget about how important it is to write readable code, so we throw everything onto the page and once it works, we run away, holding our hands to our ears and pretending there’s no problems. The truth is, the code could work fine, but later when we need to revisit that code, all hell could break loose.

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RPG Combat System: Finding A Random Encounter

Random encounters are a big part of any classic RPG. You take a step forward, nothing happens. Take another step, still nothing happens. By your sixth step however, watch out, there are enemies ready to pounce at you. That’s what I’ve been working on this week – So I came up with a system using ScriptableObjects to spawn in enemies with a specific chance to spawn them. This means I’ve got rare encounters, as well as a list that’s on every level for what enemies spawn there.

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Choose-Your-Own… Skill System

The Skill System, a really important part of any game. A good skill system means you’ll be able to manage your skills, or have an array of abilities that’ll make even the brightest of wizards blush. One of the features of my upcoming game is that changing your gear will change the abilities you have access to. For instance, you can equip a sword for a specific skill – Which may be more useful against some bosses than others. This follows on nicely from last weeks’ post.

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