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www.boristhebrave.com
| | frozenfractal.com
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| | I didn't have time during the holidays to implement any new features, so enjoy this filler post that I prepared earlier! In the very first post in this series, I wrote: The prototype took place on a rectangular map, with the left side wrapping around to the right to form a cylinder. [...] Many games do this and get away with it, but because I'm a perfectionist, I want my game to take place on an actual sphere. Today I'm going to write up in some detail why spheres are harder to work with.
| | www.fractalkitty.com
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| | It's so exciting to have the Spectre tile so soon after the hat. Here is the website for this wonderful discovery! To celebrate I doodled tiles of Ghost Jellyfish tonight. I imagined them just touching the edges of each tile with their tentacles. There are 9 tiles, where the odd ones are bubbles. Here are...
| | kvachev.com
12.6 parsecs away

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| | Grids are great for tactical gameplay of turn-based games because they allow discrete movement steps. That means that you can bind positioning to other resources such as movement points, action points, food, etc. Grids divide the infinite variety of movement options into a few specific ones, which can be considered separately by the players tactical mind. The most popular grid types are hexes and squares. But what about triangles?
| | leifnode.com
96.6 parsecs away

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| I've been looking at voxel cone traced global illumination for a while as something that I want to implement since it gives a decent approximation of global