Developing a Reusable Instruction System

I have been working on a library of basic components that is designed to work for many different types of game. It abstracts away platform-specific inputs, converting them into platform-agnostic interactions.

Taking this a step further, I have expanded this into an instruction system that takes advantage of Swift’s features to create an Instruction struct. This struct uses pseudo-English formatting that makes adding actions to entities simple and easy to read:

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Swivel Turret Intro Comic Panel

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).

Day of the Tentacle

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.

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Handling Time Zones in iOS Apps

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).

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