Generative AI in Wargames

Created by billk on January 9, 2024 5:42 pm

Oh boy. This topic’s been brewing for the past year and it’s really started to heat up in the board game world and now, as expected, in wargaming. It’s the issue of the ethics of wargame publishers using generative AI in their games. George Pearson, who’s been wargaming since 1968, recently posted in The Board […]

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Computer playing itself on the Battle of Issus scenario

Design Diary – December 2023

Created by billk on December 11, 2023 12:41 pm

Hello and happy holiday season, everyone! I figured I could sneak one blog post in 2023 and pretend I’ve been keeping up with it all along. It’s been my one area of neglect on this digital board game journey, but I’ve been busily working on Arete: The Battles of Alexander the Great since the last […]

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AI Behavior

Created by billk on November 3, 2022 7:44 pm

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.

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Scenario Switching

Created by billk on September 10, 2022 6:35 pm

I’ve added the ability to switch scenarios. This also begins the UI work outside of the main game area. Here I’m going from Chaeronea to Granicus (still under construction) and back.

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Loaded Game Screen

Design Diary – August 2022

Created by billk on August 5, 2022 12:42 pm

Hi 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. […]

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Loaded Game Screen

Saving and Loading the Game

Created by billk on April 28, 2022 9:06 am

Well all my Find/Replace work paid off and this is exciting. Save and Load work and allow for the all-important “Resume Game” option. Here’s a vid going from a new game to a saved one.Note this also shows a sneak peek at the set-up for The Battle of Chaeronea.

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Chaeronea temples

Design Diary – March 2022

Created by billk on March 27, 2022 3:55 pm

Well, 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 […]

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Hex-and-Counter on iPad

First Test Running the Game on iPad

Created by billk on February 6, 2022 2:37 pm

This 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 […]

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Game Progress January 2022

Hex-and-Counter Game Progress, January 2022

Created by billk on January 23, 2022 9:11 am

Walkthrough 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.

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Possible destination hexes

Counter Movement

Created by billk on January 6, 2022 2:44 pm

Long 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 […]

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