A much needed update to the Hunger Games is here! I’m kicking off my 2021 roadmap plans for the game with the part 1 of the UI Update. It’s a whole boatload of changes, with more on the way. Spectating is upgraded, disasters are working again, there’s new changes to prevent abuse, and an in-game news window. Read up, and good luck in the Arena, tributes!
In a previous post I described my goals for 2021 which included updates to one of my oldest works, the Hunger Games. Since then, I’ve decided exactly what’s getting in as well as the order these updates will be added. These are overarching themes for updates, not just the only prospective content. Behold, my tentative roadmap for the Hunger Games in 2021:
Apparently, I have a bit of a thing for living under a rock! The whole year of 2020 has really proven that I’m far too good at doing that. No surprise that the previous dreadful year did a number on my motivation to work on things. Although we may not be out of the woods with the pandemic yet, there’s a handful of things I’d like to cover regarding the state of my projects. In particular, here’s what I hope to accomplish in 2021 so this year turns out exceedingly excellent.
Hey everyone! I took some time today to record some previews for a few characters/abilities in Spell Slingers. These are all works-in-progress with placeholder character names, models and kits. Everything’s subject to change, but in the meantime I want your feedback! So, what do you think?
I’m open to feedback on Twitter or via the game’s Discord server; this invite link still has more than 50 uses left from last week’s announcement – check the Spell Slingers splash page and Twitter in case this invite expires!
Spell Slingers is the name of the MOBA game I have been working on since December 2017. I briefly mentioned it in my graph theory series and on my personal Twitter feed. I’ve poured my heart and soul into developing the game and its engine, so I’m hoping this will be my best game yet. Open beta has not started yet, but I will make announcements (here, Twitter, Discord, Roblox…everywhere) when it does.
Please follow the official Twitter @Spell_Slingers! If a group on Roblox is more your speed, you can join it here. Finally, I’ve set up a Discord server for the game, but be warned: that invite link only has 100 uses on it! If you’re from the future, check the Twitter for an up-to-date link).
I’m excited to share more information with you soon. Thank-you for your unending support, and I’ll see you soon in-game.
Hello everyone! This is a quick blog post to announce that my 2015 game Mirror Muse is now free on Roblox.com! Click the game icon below to play it now: I made this game in Fall 2015 during my internship at Roblox Corp under the Accelerator Program. My goal was to create a compelling mobile puzzle game. While I feel that I mostly succeeded, single-player games don’t exactly thrive on Roblox, especially not ones designed for mobile play.
So, to help drive players to at least try out the game and blow the dust off, the game is now free-to-play. You can still unlock more puzzles with the variety of modules available for only 10 Robux each. The level editor is also still available for only 40 Robux.
If you’ve never tried the game out, now’s your chance! Thanks for your support.
In the previous article, I went over basic graph theory terms and concepts. Click here to read that article. In this one, I’m going to describe a game design problem I found while working on my project.
First, some background information on my project. Without going into too much detail, it involves two teams roaming a map killing neutral monsters as an objective. One of these neutral monsters I’m calling creeps or minions, similar to those in Defense of the Ancients 2 andLeague of Legends. In those games, minions align with a team and march down set paths and assault enemy structures on those paths. However, in my game, minions aren’t on a team, don’t attack structures, and have no set path. Here’s an early draft of the map I’m using:
Minions roam this map freely, and one challenge I’m facing is programming the minion roaming behavior. I came up with a number of ideas immediately. Here’s some of them:
Just walk in some random navigable direction, changing direction if they run into a wall
Create a bunch of paths and pick one to follow
Pick a random target on the map and use Roblox’s pathfinding to do the hard work for me in finding a path to the point
Well, there’s going to be a lot of minions around this map. Maybe they’ll even travel in packs, who knows! I can’t have the minions raycasting for walls, and I can’t use expensive pathfinding for them to navigate. I also don’t want them switching directions a lot; I’d rather they travel a long path instead of small segments.