Another panel from my intro animation to a mini-game that’s just there to test a development component library and so doesn’t need a title screen let alone an introductory comic animation.
The test project I created for my SpriteKit components library is getting out of hand. Here is a panel from the introduction comic.
Yep, my example mini-game now has an introduction animated comic (if you were wondering why I haven’t released an actual game yet).
I have a sketchy, working version of AdventureKit:
Since I announced that I was working on it last year, it has grown considerably.
After taking a hard look at what I’ve done so far, I realised that there are some fundamental problems with it. It has become more complicated and the interactions between components have gotten messy.
It also has a few key things missing that would be tricky to add at this stage:
As always, spoilers! Day of the Tentacle was first released in 1993, so…
Day of the Tentacle was magical to 13-year-old me. The establishing shot of the mansion with its wild, bendy architecture was mesmerising. The thick bold lines and flat shading of Purple Tentacle as he sipped the ooze and set the story in motion was like nothing I had experienced up before in a video game.
I’m developing a library of reusable components. In order to make sure that they all work, I’m creating a couple of test games.
This is the design for the first: SwivelTurret, a Missile Command style game.
Time zones are one of those tricky programming problems. It can be difficult to understand what’s going on and maddening to debug, especially if you have customers all over the world.
The key is understanding that the
Date() struct in Foundation returns an absolute timestamp in UTC. UTC is a time standard (i.e. no countries adopt it as a time zone—they would use GMT which is a time zone but, for our purposes, is identical to UTC).
I find the New Year to be a very optimistic time. I’m grateful for a lot of what the past year brought, I can take a moment ditch things that aren’t working for me, and I can ask myself what I really want to do with the next 365 days.
The year boundary provides a natural deadline in a life that otherwise wouldn’t have any. I function better with a little bit of pressure and without it I would probably spend all of my time drinking beer and playing video games.
So here are the things that I want to get done in 2019:
Gotta believe that this is a lot of people’s New Year’s resolution this year.
I’m in the process of developing a library of useful, reusable components that could be dropped as an external library into a SpriteKit project.
They include things like my
NodeComponent and an abstracted way of managing three different kinds of input from either macOS or iOS (single tap/left click, double tap/right click, and pan/mouse drag). It also has a physics component and a render component—things that come up in games of all different types.
The components often have a lot of editable properties that affect how entities behave in the game. Tagging these properties with the
@GKInspectable tag allows you to use these components within the SpriteKit visual editor.