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Honestly, I’ve been looking forward to this for so long.
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In the previous post, I implemented a pretty daytime sky.
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Around The World will be played from a third-person chase camera, so most of the time, about half the screen will be filled with sky.
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I previously blogged about how I’m modelling and rendering water waves in the game, but that was in the previous incarnation on a sphere.
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Exactly one year ago this Valentine’s Day, I started development on Around The World.
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Even though the in-game world is fairly small compared to Earth, I want it to feel big.
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In the previous post, I determined what kind of vegetation should grow where in my procedurally generated world.
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I should be working on gameplay, but I got tired of looking at drab grey terrain, so I decided to beautify it first by adding some vegetation.
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In the previous post, I promised to start placing some ports in our procedurally generated world.
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Now that we have a plausible looking height map for the entire world, it’s time to zoom in and see what the terrain looks like up close.
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As I mentioned last time, I’m currently working on a full rewrite of the game, with a focus on building a solid technical foundation first.
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I’ve done something that common wisdom in software development says you should never ever do: I started over.
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In a game focused on exploration, we need to have a way to decide what the player can and cannot see.
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Work on the game has been slow due to lack of time, but worse, I’ve let it drift off in the wrong direction.
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The first real money I ever made from game development was on Android.
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I’m having a bit of an “off” day today, so let’s do something fun, even if it’s rather low priority for the game: generating foreign languages.
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Maps will be an important part of the game.
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The code repository in which I’m developing Around The World is called aroundtheworld4.
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All else being equal, I prefer games (and books, and movies) to be realistic, rather than making things up on the spot.
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I’ve been investing a lot of effort in the generation of plausible land.