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I really wanted to be a singer / songwriter but I knew that was a precarious path that probably wouldn't amount to much. Initially I just made a load of bad Mario clones and a game called Mokral about a blue, fluffy alien (which I had completely forgotten about until just now).Īt that point I didn't really have a clear idea of what I wanted to do with my life. And the game I've been working on (for an embarrassing amount of time) is Bravely Bear, a game that will raise money for the shelter where I work.Ī school friend gave me a copy of The Games Factory by Clickteam when I was around 14 (21 years ago -eeek!) and I fell in love with game creating. Usually I'm struggling to find time to work on it given a very strenuous work schedule (I work overnights at Northwest Arkansas Children's Shelter). And I am a bit of an old man (for picking up programming at least) so my gaming days span from my Commodore 64 to today and hit everything in between, but mostly I prefer console because I'd rather be laid back on my couch next to my gorgeous wife than hunched over a desk. I never took to proper programming until Unity though. Click and Play, Gamemaker, RPG Maker, Fighter Maker, Basic Programming on the Atari 2600, World Craft, Hammer, Descent's level editor, and a WHOLE lot of build engine stuff. Name a game making sandbox and I've played with it.
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I've always been a tinkerer and played with map tools and game making software. I often think about using its mechanics in games.ĪNYWAY, yeah.
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I don't have too much to show for it yet (I mentioned a little in the previous weekly topic), but I can honestly say that I wouldn't have gotten anywhere with it were it not for Unity-from the free software, to the incredibly valuable asset store, to the aid of the community here. And I'm still plugging away slowly at my idea. Today I'm working for that same professor, on cellular automata. However, after I learned of it, it was really the only option-at the time, both Unreal and CryEngine required some type of payment. I honestly could not say how I learned about Unity at the time. Not Bethesda AI (which is some of the best in terms of agents, but is still incomplete), but actual agents that react to their environment and act on their environment.and each other. And I kept getting pulled back to the topic which captured my attention.Įventually I came up with my idea: real video game AI. Between the "tedium" of the job and the newfound freedom outside of working hours (rather than constantly focusing on school), my mind was free to wander. That spring I graduated, and moved on to a very boring job doing QA for an abrasives company. The concept of complexity, of emergence, of gestalt systems, of ultimately independent (agent-based) interaction grabbed ahold of me.and started gnawing away.
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Near the same time, I read about Bethesda's "demonstrations" of Radiant AI for Oblivion. The professor who taught the class gave a lecture on cellular automata, for some unknown reason.Īt the same time, I was reading Michael Crichton's novel Prey, which examines agent-based computing and complexity, among other things.
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No matter what your preferences are, no matter what your current mood is, odds are good that SDF will have something for you.In the spring of 2014, I was in Physical Chemistry in college. If you'd like to sit and play a game of tetris by yourself SDF can accommodate you but if you'd rather interact with other SDFers in a game of mazewar or netris those options are also available. Perhaps you'd like to start a game of nethack which could take you many session over many months to complete.
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Maybe you are looking for a quick hit of space invaders while your code compiles. Within those categories you'll also find a diverse selection of games. SDF has a good selection of text based games for your enjoyment with many genres from which to choose. Not only are some of the older ASCII games still incredibly playable and enjoyable today but there are many ASCII games still in active development with new ones being created all the time. That is not to say, however, that text games are “old” or “outdated” or that games that were created decades ago cannot still be fun. Long before today's multi-million color pallets and 3d rendering engines there was one color and a TTY.
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