Rubber duck programming is awesome. Oh, yes, that is a real thing. Don’t believe me, check it out for yourself. I do have to admit, I don’t own a rubber duck. But, I do have a very effective method for not only debugging but also for solving general design questions as well. I call this revolutionary method the ‘Explain it …
State of the Game #260: Looking at the Data
Welcome back for this weeks State of the Game! While I have been very hard at work on the next update for MAV, I wanted to take a look back at the January update to see how it went. So, part of why I like to track data and look at data is because I not only use it to …
January Hotfix 0.6.13.1 Released!
This is a hot fix build to address some minor issues. * Fixed Heavy armor names having duplicated LP prefixes. They are back to the LP-RP prefixes. * Added more randomization to the AI build selection, specifically when allowing them to choose builds at a level below theirs. * Multiplayer servers will now receive AI information from the Skynet system. …
State of the Game #259: The January Update has Landed!
After a long wait of just 4 weeks, I present to you the January update! I am very excited about this update as it brings several really big changes to the game! It’s not a trick, it’s finally here. No Man’s Pass returns, with newly created level art, but the same great layout! In this new level you will find …
State of the Game #258: The Great Balancing Act
Hello everyone! This week, I want to spend a bit of time talking about balance! As with many things in game development, it’s very easy to make a post about ‘balancing is hard, hur dur’ and move on. Instead, I want to talk about what tools I have and how I approach that very hard problem of ‘game balance’. First, …