If, like me, you enjoy game development but are a lazy sod, procedural generation is the way to go. Why spend hours designing levels when an algorithm can do it for you?
This weekend (15th – 18th April), I took part in my very first game jam – Ludum Dare 35. It was awesome.
I’ve posted most of these before, either here or on Twitter, but since I haven’t made a post in a while, here are a bunch of Arcus screenshots all in one place!
I’ve put it off for months, but it’s time to finally acknowledge the fact that Arcus runs like a pig in quicksand and needs some serious optimisation.
I spent a good chunk of today doing something incredibly boring in order to make something incredibly tedious and slow slightly less tedious and slow. It was completely worth it.
Hurrah! Thanks to gravity, velocity, and the fact that space is mostly a vacuum, we’ve managed another lap without falling into the huge burning mass of nuclear fusion that is our sun!
Because a game primarily about firing a bow and arrow should involve firing a bow and arrow more.