Under the Hood: Animated Terrain Textures

Most textures in games are “static”, in the sense that they aren’t animated. But some textures need to be animated to look good. A common example is water. My game (Patch Quest) has tile-based terrain. Each tile has its own separate mesh with an individually applied texture. The “Patch” pictured below is made up of […]

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Under the Hood: Paper Shading

Shaders get a bad rap. They contain a lot of codewords and follow some odd conventions, but truth be told they’re not actually all that hard to write. In this article I’ll be breaking down the 2D shader I use in Patch Quest. But first, a refresher on what shaders are and how they work. […]

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Under the Hood: Puppets

Lots of game have unique, hand drawn animations for every character. You can create some really awesome animations this way, but you also need a pretty big animation budget. The total number of animations you’ll need is the number of characters times the number of animated actions, so just 10 characters each with 10 actions […]

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Under the Hood: Programming a Turn Based Game

Suppose we’re playing a game of chess. Your pawn is at E2 and you want to move it to E4, so you pick it up and put it on that square. E2 is a legal position and so is E4. But, technically speaking, the space between those points is not a legal position. When you […]

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