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Dev (B)log

Westward dev log #9: Forests and Crafting

Posted on November 27, 2017November 27, 2017

The two main improvements of these past two weeks are the completion of the crafting system and the addition of forests to the landscape. Several smaller additions have been made as well. These changes have been uploaded and are visible in the demo. The demo can be played at this…

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Dev (B)log

Westward dev log #8: Super basic demo

Posted on November 13, 2017

The very first playable demo of Westward is now online! You can “play” it at this address. Please note that this is a very, very rudimentary demo. It only allows to perform two things: walking around and opening/closing the (unfinished) menus. (Please also note that the sprites are borrowed and…

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Dev (B)log

Westward dev log #7: Working on the UI

Posted on October 23, 2017October 23, 2017

This dev log was delayed by a week because I was insanely busy with other stuff. This will be a short entry this time, because many of the biggest initial challenges (networking, world-building, management of huge maps…) have been solved already. I’m not saying that everything from now on will…

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Dev (B)log

Westward dev log #6: Networking, Pathfinding and Australia

Posted on October 2, 2017

These have been productive two weeks, with significant progress in the direction of an actual game. Networking My first goal was to have all the networking functionalities up and running, which is now the case. There is not much to do yet in the game, but all is in place…

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Dev (B)log

Westward dev log #5: back to Phaser

Posted on September 18, 2017September 18, 2017

I have been following the Phaser 3 dev log for months now, getting increasingly more enthusiastic as the engine matures. Both in terms of performance and possibilities, it will be an amazing improvement over Phaser 2. When Phaser 3 hit beta 1 last week, I decided it was time to…

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Dev (B)log

Westward dev log #4 : improvement of procedural tools

Posted on September 4, 2017September 5, 2017

I’ve been almost fully back at work on the algorithms that I’ll use to eventually build the world for my game. As a reminder, a requirement for Westward is to have a very big world (“very big” still remains to be exactly defined), which calls for tools to automate the…

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Dev (B)log

Westward dev log #3: making a desktop app

Posted on August 21, 2017August 21, 2017
Electron and NW.js logos

As the project is still in an early stage, I’m exploring a lot of different things to have a clear view of what could be done and how, and be able to plan accordingly. Therefore, I took a small break from procedural world building, to play with something entirely different:…

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Dev (B)log

Westward dev log #2: procedural terrain generation

Posted on August 7, 2017

In the previous log, I discussed a way to manage a very large map, and raised the concern of having to actually populate such a big map. In this entry I’ll discuss a possible solution in the form of procedural terrain generation. Procedural terrain generation Procedural content creation is often…

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Dev (B)log

Westward dev log #1: chunk maps

Posted on July 24, 2017July 27, 2017

This entry marks the beginning of the new dev (b)log category, where I’ll write short articles on a biweekly basis to discuss the progress I make and the challenges I meet on the projects I’m working on. These logs will typically focus on high-level overviews and gameplay examples, and usually…

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Articles, Tutorials

Implementing a Custom Binary Protocol for your game

Posted on June 14, 2017June 16, 2017

Let’s decompose the term “custom binary protocol”. In networking, a protocol is a set of rules about how several entities should communicate. In the context of networked games, it is a convention about how to represent and parse the data that the clients and the server will exchange. Binary means…

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