Zoomed

Update on the previous post. This is a view of (almost) a full game map, the size of World of Warcraft’s Kalimdor and Azeroth smashed together.  The camera is about 10 kilometers up from the ground, here.  My AI test area is in one of the zones visible at the bottom left corner (but, relatively…

Zooming out

So I’m in the middle of building full seamless zoom in/out functionality for MMORPG Tycoon 2.  This was really one of the key interface features of MMORPG Tycoon 1, and being honest with myself, it’s just as important for MMORPG Tycoon 2.  I’d originally thought I could get away without it, by presenting separate “close-up”…

Shapes and shots

I’m trying to get back into the habit of posting screenshots more frequently, as there’s been a lot of new stuff going on recently. Today’s screenshot is of a still-in-progress update to the procedural building construction code.  It’s still extremely simplistic, but I feel like this new approach gives a lot of benefits.  First, it’s…

Antichamber

A few hours ago, quite randomly, I met Alex Bruce, the author of Antichamber, a first-person-perspective puzzlish game which I’ve been playing for the past few days.  (Buy it — it’s on sale!)  Tremendously inspiring that a game of this quality came was put together by a single bedroom programmer.  Now, a game with this…

Tycoon Camera

I made a major modification to MMORPG Tycoon 2’s edit-mode camera last week;  I took out the first-person view, and replaced it with a more Tycoon game-ish camera.  I said at the time that I really liked it — that it’s the first 3D-tycoon-game camera which didn’t intensely annoy me (including a few ones which…