
AI Behavior
New Video! It’s been a while, but I think this is a fun one. I go over some of the tricks I used to make the enemy AI behave in a bunch of ways that reflect history but also allow for reacting to the human player.
Read MoreNew Video! It’s been a while, but I think this is a fun one. I go over some of the tricks I used to make the enemy AI behave in a bunch of ways that reflect history but also allow for reacting to the human player.
Read MoreDuring the pandemic, I went deeper down the rabbit-hole of board games. I’ve always been into the hobby and had really started playing wargames in the past few years. It was something I tried to do as a kid but never got into (read: couldn’t find anyone to play with). So I started playing even […]
Read MoreThis is going to document some of the first steps I took in planning and creating my digital hex-and-counter wargame. I’ll share some decisions I made and why I made them, touching on technology and design choices. If you haven’t read them already, check out my posts about the use of hexes in Part 1 […]
Read MoreLong time since my last post, but it’s because I’ve been going full throttle with the development. Fixin’ bugs and takin’ names! Last time I discussed how I went about building a dynamic wargame hex grid with counters. To get this feeling like a game, the next thing we need to do is make those […]
Read MoreHi there! It’s been an interesting time since my last update in coding my hex-and-counter game, Arete: The Battles of Alexander the Great. I visited Gettysburg for the first time and, apart from being impressive and impactful for its history as you’d expect, it’s a fantastic town to hang out and spend some time in. […]
Read MoreWell, it looks like the weather’s finally warming up for us in the Northeast US. You know what that means. That’s right, more sitting behind a monitor designing and coding, yeah! Thought this would be a good time to document some recent progress as I’m in the weeds now and the changes aren’t as big […]
Read MoreThis is the first attempt running the game on an iPad Pro as a native app. Not purely native as the game itself isn’t coded with Swift, but in a Swift container and building a real app. This was a tough way to discover that Safari on iOS doesn’t support CSS filters on SVG elements […]
Read MoreWalkthrough of the game after around 8-9 months of designing and programming. Still under construction with a long way to go, but it’s a full game and – dare I say – fun to play.
Read MoreLet’s go over a brief history of hexes in wargames and then I’ll delve into practical application and how I’ll apply it in my design in a follow-up post. Much of this is common knowledge among wargamers, and this is by no means meant to be an extensive history. Instead this is meant to serve […]
Read MoreIn part 1 of this two-part post, I gave a brief overview of the history of hexes in tabletop wargames. Now I want to share my initial findings in planning my own digital hex board game and some unique hex geometric characteristics. I think you’ll also see why, to a developer, hexes require a bit […]
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