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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“Sectioning” Complex Games

Go is a game of near infinite subtlety. Two players take turns placing stones on a grid with the goal of eventually claiming more territory than their opponent. Each match has hundreds of turns and the slightest difference in stone placement can have huge knock-on effects in the future. Back in 2016, Go champion Lee […]

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Design Tour: Shuffling

Lots of popular games have static maps, meaning these maps don’t change. The huge world of Skyrim, for example, is exactly the same for all players. All of the buildings, dungeons, people, monsters and items and in exactly the same places for everybody. These static maps are popular for a reason. You can author your […]

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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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