The sincerest form of flattery

I have a bad habit of doing this; A game is coming out that I’m really looking forward to playing. And whereas others gush excitedly on forums or conduct interviews about the upcoming game, I usually say, “Well gosh, I could write that myself.” It’s what happened with StarShot (loosely based upon Boom Boom Rocket,…

Physics code cleanup in progress

This post is going to be extremely boring to everyone who’s not me, but I wanted to quickly express pleasure with a bit of VectorStorm restructuring I’ve been doing today. So apologies to everyone in advance for the technical code discussion that follows. Feel free to ignore the remainder of this post, and I’ll talk…

Give a man a hammer

I’ve noticed that when programmers get a new tool, like, say, a 2D physics engine, they tend to start creating games which are basically example apps for the new tool, with a constraint or a goal condition attached. So with physics engines, it’s not at all unusual to see these games become about moving boxes…

Space Maze prototype build

Whoops, forgot to mention earlier;  I’ve updated the Win32 VectorStorm binary build with the Space Maze Express gameplay prototype.  It also has the overlay demo (mentioned in an earlier post) in the Testbed game slot. So if you feel like experimenting with lifting boxes using only an Asteroids ship, there ya go.  :)

Two types of game

It’s pretty easy to divide all video games into two groups. “Good” vs. “bad”, for example, is a fairly common (albeit subjective) division. And people like dividing things on that axis, so it’ll probably always be the main one, even if nobody can agree on precisely which games belong in each camp. But there are…