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In the past year, my experiences with GameDev and programming in general have been:
1. Intending to enter October Challenge ’15 and failing miserably due to being in maybe one of the darkest periods of my life. Like, didn’t have the electricity or internet to enter, even if I had the motivation.
2. Writing a two-page design brief on how I’d rework the balance and mechanics for my (uncompleted) July ’13 7dRTS earlier this year.
2. Writing a small text-based user survey form in Python for a volunteer organization just this August.
However, at the same time, I’ve been working on my career “five-year plan”, if you wanna call it, as well as stitching together the various stories and plot hooks I’ve dreamed up over the years into one overarching story.
So on Sept. 25… I moseyed over to /compo/ and saw that a MiniLD was closing soon. Armed with the memory of that two-page design document and just enough old code fragments to be dangerous, I got to it, intending to make a short combat demo demonstrating the visceral – but tactical, groundbreaking – but familiar combat I envisioned in my head. Yeah, that happened.
Sept. 25 – Entire day spent installing VS2015 and MonoGame (a slight departure from my old standby of XNA).
Sept. 26 – Implemented loading and rendering of multi-level tile maps.
Sept. 27 – Implemented dynamic perspectives and layered 3d rendering of 2d tile textures.
Sept. 28 – Attempted to port old collision detection code; partially successful.
Sept. 29 – Finished implementing collision detection.
Sept. 30 – Wrote story outline and fleshed out first section.
Oct. 1 – Implemented a mediocre state and dialogue system.
Oct. 2 – Scrapped above system and entirely re-wrote; unable to implement branching choices or flesh out the rest of the story in time. Submitted.
As usual, I set my goals very high, as in too high. I’m pleased with what I managed to accomplish despite this. True, it’s very simple and short, but with only about a week, working full time, and very little recent practice, I feel good.
I was also able to obtain a high level of polish; both the camera and dialogue elements move smoothly. I could have had more to the level if I had let the camera draw at improper aspect ratios, or more dialogue if I had let the text overlap and just appear on-screen without any transition effects, but taking the time to get those right will help in the future and makes the finished product feel much tighter.
My collision detection woes on the 28-29 were largely due to transferring code in 2D using Rectangles, to 3D using BoundingBoxes, and differences in how MS handles ints vs. floats and the specific methods of these structs. In the end, the fix is rather janky, but it works and I know why.

The cause of the problems mentioned above.
I enjoyed the theme and was really excited to run with it. Foregunners is a pretty expansive setting that I’ve been thinking about for a couple years now; March of the Mushrooms, my very first LD entry, is part of it. I intended to write a lot of dialogue discussing the philosophy of Determinism. I’m no scholar, but it’s of great interest to me, and relevant to the storyline I had in mind. Random generation is fairly important to the game, but mainly for procedural generation of skirmish maps. To try and imagine a version lacking this was exciting and challenging.

Old drawing from when I was still working on the game variously titled “Super Mushroom RPG” and “Legend of the Furnace People”.
I’m going to build off what I’ve made and enter the October Challenge. My ambitions here are very high; almost certainly too high, but how else am I supposed to push myself? Uh, that’s a serious question. Already it is October 5th and I haven’t gotten much further than I was on Sunday. The idea is to work on my design document during downtime and work and code on the evenings and weekends. So stay tuned. If I don’t have another update by the end of the weekend, you’ll know things aren’t going so well. Thanks for reading, and drop a comment if you play the game!
Tags: Foregunners, jam, MOBA, twin stick