Google+

Tag Archives: Computer Games Design

  1. Not quite!!!

    Leave a comment

    December 29, 2015 by jonmillymiles


    Well that didn’t work. After succeeding with the Recursive Backtracker and noticing the speed of dungeon generation, I tried a …
    Continue reading

  2. Curse of the Recursive Backtracker

    Leave a comment

    December 1, 2015 by jonmillymiles


    In my previous post I explained that there were several choices that I was considering for generating my maze. The first was Eller’s …
    Continue reading

  3. Major Rework

    Leave a comment

    November 16, 2015 by jonmillymiles


    Following the last stage of my project I identified a few concerns: Some of the rooms overlap The rooms overlap …
    Continue reading

  4. Hooray for Arrays!!

    Leave a comment

    November 5, 2015 by jonmillymiles


    I’ve encountered a problem, I can make the random rooms, and I can make corridors – they’re just a random …
    Continue reading

  5. Interactive Media Experimentation – 6DM06

    Leave a comment

    November 3, 2015 by jonmillymiles


    Aim – to create a blueprint that procedurally generates a dungeon as a level for a game. Procedurally generated content …
    Continue reading

  6. We do the Monster Mesh!!

    Leave a comment

    November 13, 2014 by jonmillymiles


    Within Unreal Engine 4, as with UDK, there are two types of scenery: basic BSP (Binary Space Partitioning) brushes and …
    Continue reading

  7. Opportunities and Contemplation

    Leave a comment

    June 23, 2013 by jonmillymiles


    It’s not every day that you get to represent an independent games developer at a national event, but this weekend …
    Continue reading

Blog Stats

  • 10,074 hits

Enter your email address to subscribe to this blog and receive notifications of new posts by email.

Join 580 other followers

Archive