Closing Remarks: Part 1.
The first half of my reflection on Office Mayhem and Champlain College.
The first half of my reflection on Office Mayhem and Champlain College.
The work train has no brakes.
Six more weeks of mayhem. I wouldn’t want anything else.
Quite literally the eye of the storm – with PAX behind us and graduation before us.
Easing, tweening, interpolating. Whatever you know it as – it holds a special place in my heart.
Stay calm. On a different note, so much has been added this past week.
Bug fixes galore, but it’s the calm before the storm.
Super long (but descriptive) title, with way too many dashes and buzz words. *In Swift!
I just hate when I’m interrupted.
Just need to keep trucking along.
Players just sometimes need to be given space to teach themselves.
Winter break is over and my final semester at Champlain has begun!
Sometimes the best strategy is to be open to new strategies.
Time to reflect on the last four months, and look ahead to the next six. It’s been a long journey, but a surprisingly smooth one.
The land has been surveyed, cities found, and enemies identified. It is now time to claim reign of the land and declare victory!
Capstone presentations are over, and all that is left is demo night. Will Office Mayhem move forward?
‘Wooooaaaahhhh we’re nine-tenths of the way there!’
Taking a small breather from the programming-side of Capstone. Time to look at Office Mayhem as a marketable game.
Empire: the final project for AI. The first step is to explore the map, but what’s the most efficient way to do this?
The end is really, really near. We’re in a good spot, but is it good enough? Only time will tell.
Time to address some reoccurring feedback on Office Mayhem. We’re getting to it, I promise.
The epic conclusion to Gin Rummy! Have the hurdles been cleared?
The end of the Gin Rummy competition is near, but is all calm on the water? Sadly, no, but it doesn’t just affect me.
I am by no means an expert, but it’s a good tutorial, I swear!
Or more concisely, how to create a modular system that allows for emergent gameplay.
Buh bye Minesweeper, hello Gin Rummy! Quick note: Gin Rummy is different from Rummy 500. I didn’t know that.
Spoiler: Office Mayhem is moving onto phase 2! Three more to go!
Capstone has begun! Here’s a quick recap of the last three weeks.
In the epic conclusion to Minesweeper, we finally find out just how well I did.
The Minesweeper challenge is underway, and I’m making good headway!
It’s time to create a Minesweeper agent. Apparently, Minesweeper is at the cutting edge of mathematics.
This summer was a whirlwind. Travelled west, travelled north, I’ve been everywhere.
Quite simply, I don’t want college to end. I’m excited to take the next step, but this next year will be special, and definitely will be cherished.
Apple’s mobile devices are split into two aspect ratios, but there are ways to create a singular UI using the viewport to your advantage.
At WWDC 2014, SpriteKit introduced SKConstraints: a really nifty feature that is akin to LookAt constraints in SceneKit.
Playgrounds are a great way to experiment with small prototypes and mechanics. Best part? SpriteKit can be accessed within them.
Over my (short) Swift and SpriteKit excursion, I’ve compiled a list of extensions and functions that have made my life a little easier.
Closures can be used to reduce class’ init() function calls by moving variable initialization just a bit further up.
One of the cooler AI algorithms I have stumbled across lately. And really versatile.
This semester has two 3D-oriented classes – and both are super exciting.
And now for my ‘quarterly’ review…
One of the cooler AI algorithms I have stumbled across lately. And really versatile.
Over Halloween I exhibited DASHockey at the Green Mountain Games Festival, and it was an absolute blast.
Flocking is a mesmerizing AI algorithm. If only I can find a screensaver that utilizes it…
Time for another little look-back on life.
This, to date, is the coolest looking game I’ve created. But it’s time to move forward.
The first (of probably many) life check-ins.
The newest creation, with a focus on simplicity and challenge.
A little look into how I go about designing games, with a little example at the end.
…and let my time capsule begin.