• (Early) Adventures in Game Design and Development

    13th Aug 2019 by

    This story is going to be a counter to a much more academic study of projectile physics, several stories on Unity game design and further. Or so I think at the moment. We’ll look at the games Counter-Strike 2D, Dungeons of Dredmor, RimWorld and two games still in development, one by me and one by… Read more

  • Receiver’s Gun Handling

    4th Jan 2020 by

    Guns are extremely complex mechanical marvels. Or, at least they are from the perspective of implementation into video games. One of the most complex gun handling systems I have encountered is in the game Receiver, which contains the 1911 Colt (Colt M1911A1), Glock (Glock 17) and Revolver (S&W Model 10 “Victory”) according to the fan-made… Read more

  • Why INTPs should start their own cult

    9th Dec 2019 by

    Subtitle: the value of questioning nothing for the type that questions everything. Several blogs and books, along with personal experience as INTP, have convinced me that a typical struggle of this MBTI type is the search for meaning. Similarly, time spent on the INTP subreddit provided similar voices in this general direction. The following sections… Read more

  • Meyers-Briggs Type Indicator (MBTI) in Game Design Theory

    21st Nov 2019 by

    Starting from the question why are most games on Steam absolutely never going to be a hit?, I came across Mechanics-Dynamics-Aesthetics (MDA) theory. In this article, I attempt to combine it with MBTI theory and I suggest approaches to make your game design more appealing to people. Mechanics-Dynamics-Aesthetics (MDA) theory Based on MDA theory, games… Read more

  • Pre-mortem: n-Dimensional Minesweeper

    19th Nov 2019 by

    Why exactly isn’t there a multidimensional variant of minesweeper? Let me explain. For a while I’ve had a copy of 4D MineSweeper (4DMS) on my desktop, a free Steam game supplied by the ever-crafty Julian Schl√ľntz. Beside chuckling at the immediate absurdity of having such an icon on my desktop every once in a few… Read more

  • The Right Habit, The Wrong Cue

    2nd Sep 2019 by

    The last few days I’ve gone through a list of Mark Manson, Nerd Fitness and Joshua Spodek articles. First, Mark told me to be more vulnerable. Thanks Mark. The advice didn’t mesh with me quite well. I do like the idea but have no clue how to implement it. Luckily, Mark has more articles. Another… Read more

  • Spud, The Destroyer Of Worlds

    25th Aug 2019 by

    Picture: Molotov Cocktail by clement127 under BY-NC-ND 2.0 When working on a mod for a while, you know exactly what goes wrong in a bug report. The stacktrace is your friend. The errors tell you where to look, what to do, what tests to perform. Easy-peasy. Bug fixing can be boring, but it can also… Read more

  • Solving a Sextic in Wolfram Language: When More Is Less

    16th Aug 2019 by

    Today I woke up and decided to spend the day deriving an equation for bullet ricochet, as you do, and hit a few roadblocks on the way. Solution The Story I’ve recently tried solving the Wijk Ricochet Criterion (Koene, 2016) in WolframAlpha. The formula looks like below, and should be converted to the form y… Read more

  • The Virtue of Screwing Around in Graphing Software

    10th Aug 2019 by

    Nothing quite says “I’m bored” like selecting every option in Microsoft Excel or Google Sheets just to see what they look like. However, some of the most beautiful graphs come from it. This post is an ode to graphs, to randomly pressing all the options and seeing what the computer blurts out. Let us consider… Read more

  • Projectile Penetration Time and -Depth of Non-Deforming Bullets

    10th Aug 2019 by

    Anyone who brought it upon themselves to write an overly realistic bullet simulation for their game will inevitably come to a point where they discover – this isn’t so realistic, why do bullets just disappear when they hit a wall?. While the majority of game developers shrug, research the subject for about 13.2 seconds, ignore… Read more

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