Blob War – Ludum Dare #27

So this weekend was Ludum Dare 27, and after a few times of half finishing a game or giving up before starting, I decided this time I would finish a game, and finish it properly. So I took a couple of days off work, one before the weekend to prepare and one after to recover from the lack of sleep and brain-death – and the result of which is “Bob Loblaw’s Blob War“. I’ve had the idea for this game for a while now, and I think it turned out pretty well for a weekend type deal. The only problem was the theme being shoehorned into the game cause it to fall flat if you aren’t thinking of the theme at all. The theme is “10 seconds” by the way. So the time mechanic was based around that theme, and the placement of units was made around that 10 second … Continue reading

BioBattle – Ludum Dare #23 Game

Well I finished my entry for Ludum Dare early in the morning today, and have now had a sleep to refresh myself, so it is a good time to write a post about my experience.   The idea for BioBattle comes from an old game I played many years ago that has dropped off the planet, called Battlethingz. Feel free to search that name, you’re not likely to find much about it, believe me, I’ve tried. Battlethingz was a pretty small multiplayer game where you and your opponent each had a monster that you battled against each other with. That monster was something of your own creation out of various parts. Each of those parts gave your monster a different skill to use in battle. It was a very different take on strategy and battle games like Pokemon. For BioBattle, I decided to do something along the likes of Battlethingz, … Continue reading

Ludum Dare #23

Just a quick post to say that I am entering Ludum Dare 23 this weekend. As of this writing it starts in 2 hours, so no idea what I’ll be making yet. I was planning to repost the blog posts I make on the Ludum Dare site, but since there is no easy way I’ll just give you this link. If you are interested in what’s going on (and if I post during the competition), it will be here: On a related note, I will be creating a timelapse of the 48 hours, so I’ll have a video up with the finished game after it is all done. Wish me luck.

Winter’s End

A couple of weeks before Christmas I entered myself in a small game development contest on a small website. The theme was to be around Snowmen, and we had approximately 2 weeks to complete it. I only spent a few hours each day working on it, and it turned out rather choppy and slapped together – not to mention unfinished – but I entered it as it was, and am currently waiting on the results to be posted. So in the mean time, I thought I’d make a post about it, as during the second week of development I tried to record a large part of my dev process. You can see this recording in the following video (no audio): The game is based around a theme of “Snowmen”, so my idea involved the player being a snowman, off to save the world from the world-saving antics of some real … Continue reading

Code Hackery #2: Characters on a Texture

Alright so I said every week, but I really meant week-ish. To be honest, I’ve had some trouble actually finding some nice code to put for this post, so I’m going to more explain something I recently did with the Wurm client. I cannot post the actual code for NDA reasons, but I’ll give some examples. This week is a bit of easy code I whipped up for the Wurm client when I was working on replacing the old, notoriously slow text rendering code. I originally had the FontTexture object drawing all of the ASCII characters to a texture, and believed that would be enough (and in terms of performance, it would’ve been), but this also meant that any other characters that were previously supported – cyrillic, greek, etc – would either crash everything, or just show nothing.   In Wurm there are plenty of different people playing, plenty of … Continue reading

Code Hackery #1: Map Resize Dialog

In an effort to pump out more posts and make this website less of a dead-zone, I’m going to try and create a weekly post with a bit of code I have managed to hack together that works perfectly against all odds.   First up is this Map Resize Dialog I created for the WPlanner rewrite I completed a couple of weeks ago. For those that had used the old WPlanner build, the resize dialog was a bit empty. All it had were 4 spinners for each cardinal direction, and a label stating the new size. When I was rewriting it for the new version, I decided to bite the bullet and design it the way I wanted it originally (but couldn’t be f’d at the time to do) since I had Eclipse’s nifty new Swing GUI builder to use. The idea was pretty simple: each spinner (north, south, east … Continue reading

A Little Explanation

Since I haven’t actually shared much details about what I’m planning to make, I thought I might as well do a quick post on it to show people.   As you can tell from the last post, I have been working with 2D terrain generation, which the game will obviously be built around. Apart from that being one of the main features that I’m doing, other things include making pretty much nothing hard-coded. Currently my project’s name in Eclipse is “Dynamic”, due to my lack of imagination mostly, and to help remind myself to not take shortcuts. The problem is that I often forget that wee part, and have to go back over something I’ve just coded, and re-do it so stuff isn’t hard coded, which can sometimes be a pain. Other times it is quite helpful, because it allows me to go back over something I’ve just got running, … Continue reading

Simplex Noise for 2D Terrain Generation

So I’m slowly working on a new game. And by slowly, I mean very slowly. Considering I have duties to running AussieGamerHub, fixing the Wurm Online client, and a large amount of gaming to occupy my time, I get a varying amount of time each day to work on this. I’d rather not divulge the main idea for the game yet, but I am going to go into detail about some pretty simple terrain generation using Simplex Noise (the successor to Perlin Noise) for the simple reason that I had a hell of a time to get it going. When you look up Simplex Noise on the intertubes, you will get a lot of links directing to the old Perlin Noise, and a lot more links directing to the pure mathematics of it and how it works. When you’re someone like me, and prefer to look at some code to … Continue reading

WStats – Now with more W!

Yesterday I started working on a program. I know right? Guy with a programming blog actually doing some programming? More likely than you think! Anywho, the program I was working on is called WStats. Its a small program I thought up to track character progression in Wurm Online (oh god another Wurm post). As the saying goes, a picture says a billion words, or something, so take a look: If this sort of thing floats your boat, you can get it at Alternatively, pick up the source at And you can point out any bugs and laugh at me at