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	<title>natewm.com &#187; game</title>
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	<link>http://natewm.com/blog</link>
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		<title>PIRATE KART II: KLIK HARDER</title>
		<link>http://natewm.com/blog/2010/03/05/pirate-kart-ii-klik-harder/</link>
		<comments>http://natewm.com/blog/2010/03/05/pirate-kart-ii-klik-harder/#comments</comments>
		<pubDate>Sat, 06 Mar 2010 00:11:20 +0000</pubDate>
		<dc:creator>Nate</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[kart]]></category>
		<category><![CDATA[klik & Play]]></category>
		<category><![CDATA[pirate]]></category>
		<category><![CDATA[prototype]]></category>
		<category><![CDATA[pygame]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[quick]]></category>

		<guid isPermaLink="false">http://natewm.com/blog/?p=124</guid>
		<description><![CDATA[I had a lot of fun making four simple games for the THE 371-IN-1 KLIK &#38; PLAY PIRATE KART II: KLIK HARDER.  It was basically a challenge to see if a bunch of random people could make at least 371 games over the February 27-28 weekend.  We succeeded and then some!  106 people contributed and [...]]]></description>
			<content:encoded><![CDATA[<p>I had a lot of fun making four simple games for the <a href="http://www.glorioustrainwrecks.com/node/437">THE 371-IN-1 KLIK &amp; PLAY PIRATE KART II: KLIK HARDER</a>.  It was basically a challenge to see if a bunch of random people could make at least 371 games over the February 27-28 weekend.  We succeeded and then some!  106 people contributed and <a href="http://www.glorioustrainwrecks.com/games/pk2">529 games</a> were made.</p>
<p>Most of the simply used graphics and sounds stolen from other sources, but I decided to make custom content for all my games.  My favourite is Rolling Hills, which even has music!</p>
<p><a href="http://www.glorioustrainwrecks.com/games/pk2/ArmchairArmada">My four games can be found at here.</a> Have fun!</p>
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		</item>
		<item>
		<title>Attempted Ludum Dare #16</title>
		<link>http://natewm.com/blog/2009/12/15/attempted-ludum-dare-16/</link>
		<comments>http://natewm.com/blog/2009/12/15/attempted-ludum-dare-16/#comments</comments>
		<pubDate>Wed, 16 Dec 2009 03:18:12 +0000</pubDate>
		<dc:creator>Nate</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[ld]]></category>
		<category><![CDATA[ld16]]></category>
		<category><![CDATA[ludum dare]]></category>
		<category><![CDATA[rapid]]></category>
		<category><![CDATA[timelapse]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://natewm.com/blog/?p=113</guid>
		<description><![CDATA[I attempted Ludum Dare #16 last weekend.  It&#8217;s very difficult to completely write from scratch a full game.  My project did not come near completion, but I had a lot of fun.  Instead of having writing sprites, animation, resource management, gui, tilemaps, etc. code it would have been much quicker to have started with a [...]]]></description>
			<content:encoded><![CDATA[<p>I attempted <a href="http://www.ludumdare.com">Ludum Dare</a> #16 last weekend.  It&#8217;s very difficult to completely write from scratch a full game.  My project did not come near completion, but I had a lot of fun.  Instead of having writing sprites, animation, resource management, gui, tilemaps, etc. code it would have been much quicker to have started with a library or framework that had taken care of most of that stuff.</p>
<p>Here is a timelapse video of me working.  It is 22 hours of the 48 hour long competition.  The only parts not recorded was when my computer was off and when my screen was blank from inactivity.  <span>Music is Escape Route by Corran on the Cave Story ReMix Project based on the music of Cave Story by Pixel. </span></p>
<p style="text-align: center;"><object width="560" height="344" allowfullscreen="true" type="application/x-shockwave-flash" data="http://www.youtube.com/v/OhDuiFxhjsw&fs=1&rel=0&hd=1&showinfo=0"><param name="movie" value="http://www.youtube.com/v/OhDuiFxhjsw&fs=1&rel=0&hd=1&showinfo=0" /></object></p>
]]></content:encoded>
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		<title>Procedural Adventure Map Generation</title>
		<link>http://natewm.com/blog/2009/04/26/procedural-adventure-map-generation/</link>
		<comments>http://natewm.com/blog/2009/04/26/procedural-adventure-map-generation/#comments</comments>
		<pubDate>Sun, 26 Apr 2009 20:40:47 +0000</pubDate>
		<dc:creator>Nate</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[dungeon]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[generator]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[world]]></category>

		<guid isPermaLink="false">http://natewm.com/blog/?p=99</guid>
		<description><![CDATA[A few days ago I was thinking about how to procedurally generate interesting maps for an adventure game.  I did not want them to look like they were generated by an algorithm, but instead would be convincing enough to appear as if it had been designed by a human.  I wanted the maps to both [...]]]></description>
			<content:encoded><![CDATA[<p>A few days ago I was thinking about how to procedurally generate interesting maps for an adventure game.  I did not want them to look like they were generated by an algorithm, but instead would be convincing enough to appear as if it had been designed by a human.  I wanted the maps to both have a natural appearance and a nice flow of game-play similar to a Zelda game.</p>
<p>This article will outline how such a procedurally generated map could be made.  Note, I have not yet written the program.  All the illustrations shown here were hand-drawn, but the results of a real implementation of this generater should be the same.</p>
<h3>Room Seeds</h3>
<div id="attachment_100" class="wp-caption aligncenter" style="width: 330px"><img class="size-full wp-image-100" title="map_gen_01" src="http://natewm.com/blog/../media/blog/2009/04/map_gen_01.png" alt="Starting locations for rooms to grow from." width="320" height="320" /><p class="wp-caption-text">Starting locations for rooms to grow from.</p></div>
<p>The first thing to do is to randomly select starting locations to grow rooms from, as indicated as green circles.  These locations will be stored in a list of grid cells.</p>
<h3>Grow Rooms</h3>
<div id="attachment_101" class="wp-caption aligncenter" style="width: 330px"><img class="size-full wp-image-101" title="map_gen_02" src="http://natewm.com/blog/../media/blog/2009/04/map_gen_02.png" alt="Rooms grown to fill cells." width="320" height="320" /><p class="wp-caption-text">Rooms grown to fill cells.</p></div>
<p>A cell will be randomly selected from the list of active cells.  If the cell has empty neighboring cell that will be activated, given the same room id, and added to the active cell list.  If the cell has no available empty neighboring cell it would be removed from the list.  This loops until all of the cells are filled, defining the shapes of each of the rooms.  The growth pattern is shown as blue lines and the room boundaries are indicated as black lines.</p>
<h3>Connectivity</h3>
<div id="attachment_102" class="wp-caption aligncenter" style="width: 330px"><img class="size-full wp-image-102" title="map_gen_03" src="http://natewm.com/blog/../media/blog/2009/04/map_gen_03.png" alt="Finding how the rooms are connected." width="320" height="320" /><p class="wp-caption-text">Finding how the rooms are connected.</p></div>
<p>The cells of neighboring rooms will be noted and a list of possible door locations will created.  These possible door locations are indicated as short red lines.</p>
<p>A separate list will be generated noting what rooms are accessible to each other room.  The links between rooms are shown here as pale yellow lines.  No spacial information is needed, but for illustration purposes I&#8217;m using the room seeds to make the connectivity easier to see.</p>
<h3>Flow of game-play</h3>
<div id="attachment_105" class="wp-caption aligncenter" style="width: 330px"><img class="size-full wp-image-105" title="map_gen_041" src="http://natewm.com/blog/../media/blog/2009/04/map_gen_041.png" alt="Flow of game-play connectivity." width="320" height="320" /><p class="wp-caption-text">Flow of game-play connectivity.</p></div>
<p>A starting location will be selected.  If this is the game&#8217;s over-world then the starting point may be any random room.  If this is an interior location, such as a castle, an outer room may be a better choice.  The starting location is shown as a little star here.</p>
<p>Starting from the start location connecting paths between rooms will be defined.  A running inventory of items obtained in rooms will be kept track of, such as the collecting of keys.  If a key is available then a locked door between rooms may be defined.  This will result in the creation of a new room group.  The room groups are shown as colored lines with the group id and group depth level also indicated.</p>
<p>Interlinking between rooms of the same group may be fairly common.  Cross linking between rooms of the same group depth level should be more rare to make sure rooms or whole groups are not skipped too often.</p>
<p>Keys will keep track of what room group id they were obtained in.  Keys should only be used in room groups of greater or equal group id to make sure the player doesn&#8217;t get stuck by choosing a different order of game-play &#8212; since any key can open any door and the key dissappears after use.  Use-once and infinite-use items do not need as much care since there is no risk of cutting off access to pathways.</p>
<h3>Defining Doors</h3>
<div id="attachment_104" class="wp-caption aligncenter" style="width: 330px"><img class="size-full wp-image-104" title="map_gen_05" src="http://natewm.com/blog/../media/blog/2009/04/map_gen_05.png" alt="Choosing where doors will go." width="320" height="320" /><p class="wp-caption-text">Choosing where doors will go.</p></div>
<p>Doors will be selected from the possible door locations list.  In the above illustration unlocked doors are white and locked doors are yellow.  I also shown where keys may be obtained.</p>
<p>Doors do not need to be a single space.  Several doors may be selected, whole walls removed, or any other pattern of connectivity could be used depending on situation and desired result.</p>
<h3>Using room growth info</h3>
<div id="attachment_107" class="wp-caption aligncenter" style="width: 330px"><img class="size-full wp-image-107" title="map_gen_061" src="http://natewm.com/blog/../media/blog/2009/04/map_gen_061.png" alt="Using room growth information." width="320" height="320" /><p class="wp-caption-text">Using room growth information.</p></div>
<p>Dead ends in the room growth process can be useful.  As long as the cell is not in front of a door, we know the player does not need to cross through these cells to reach other areas in the game.  These cells can safely be blocked off if we wanted them to be.</p>
<h3>Beautification</h3>
<div id="attachment_110" class="wp-caption aligncenter" style="width: 330px"><img class="size-full wp-image-110" title="map_gen_071" src="http://natewm.com/blog/../media/blog/2009/04/map_gen_071.jpg" alt="Final map." width="320" height="320" /><p class="wp-caption-text">Final map.</p></div>
<p>We can now use all the information we had gathered in the previous steps to generate the final map.  Here I filled in the spaces between the rooms and the dead ends with trees.  I also added a few other decorations just to make it not look so sparse.</p>
<p>And there you have it &#8212; an intersting procedurally generated map ready to be explored.</p>
]]></content:encoded>
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		<item>
		<title>Alien Game Prototype</title>
		<link>http://natewm.com/blog/2009/02/12/alien-game-prototype/</link>
		<comments>http://natewm.com/blog/2009/02/12/alien-game-prototype/#comments</comments>
		<pubDate>Fri, 13 Feb 2009 00:05:09 +0000</pubDate>
		<dc:creator>Nate</dc:creator>
				<category><![CDATA[Dev Log]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[2d]]></category>
		<category><![CDATA[alien]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[ludum]]></category>
		<category><![CDATA[minild]]></category>
		<category><![CDATA[monochrome]]></category>
		<category><![CDATA[prototype]]></category>

		<guid isPermaLink="false">http://natewm.com/blog/?p=93</guid>
		<description><![CDATA[For one of the Ludum Dare mini competitions a few months back I started hacking together a simple arcade style game.  The human race is being attacked an eaten by a vicious alien species.  You play the role of a benevolent alien who comes to the rescue of the helpless humans. Originally the only defence [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_94" class="wp-caption aligncenter" style="width: 655px"><img class="size-full wp-image-94" title="alien_game" src="http://natewm.com/blog/../media/blog/2009/02/alien_game.png" alt="Alien Game Prototype" width="645" height="485" /><p class="wp-caption-text">Alien Game Prototype</p></div>
<p>For one of the Ludum Dare mini competitions a few months back I started hacking together a simple arcade style game.  The human race is being attacked an eaten by a vicious alien species.  You play the role of a benevolent alien who comes to the rescue of the helpless humans.</p>
<p>Originally the only defence the hero had against the invading aliens was going to be a tractor beam &#8212; where you must grab and throw the aliens to get rid of them.  After showing it to the Pipe Cleaner Man he insisted that I added lasers and homing missiles, so I did.</p>
<p>I&#8217;m not certain what I&#8217;m going to do with this project.  As it began as a quick hack for a 48 hour competition, it is not very well designed.  It would need a considerable amount of rewriting before being able to transform it into a real game.</p>
<p>For the time being I think I&#8217;ll hold off before posting the actual game for download.  I would like to add at least a simple scoreboard and actually being able to win or lose before sharing it.</p>
]]></content:encoded>
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		<title>Towlr</title>
		<link>http://natewm.com/blog/2009/01/20/towlr/</link>
		<comments>http://natewm.com/blog/2009/01/20/towlr/#comments</comments>
		<pubDate>Tue, 20 Jan 2009 21:27:25 +0000</pubDate>
		<dc:creator>Nate</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[pygame]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[towlr]]></category>
		<category><![CDATA[ychytaeit]]></category>

		<guid isPermaLink="false">http://natewm.com/blog/?p=82</guid>
		<description><![CDATA[A bunch of people at a game development competition site was putting together short confusing games they called &#8220;Towlrs.&#8221;  The intent of a Towlr is to leave the player wondering, &#8220;What exactly am I suppose to do to beat this game?&#8221;  I decided to get in on the action. You Can&#8217;t Have Your Towlr And [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_83" class="wp-caption aligncenter" style="width: 330px"><img class="size-full wp-image-83" title="ychytaeit" src="http://natewm.com/blog/../media/blog/2009/01/ychytaeit.gif" alt="You Can't Have Your Towlr And Eat It Too" width="320" height="240" /><p class="wp-caption-text">You Can&#39;t Have Your Towlr And Eat It Too</p></div>
<p>A bunch of people at a game development competition site was putting together short confusing games they called &#8220;Towlrs.&#8221;  The intent of a Towlr is to leave the player wondering, &#8220;What exactly am I suppose to do to beat this game?&#8221;  I decided to get in on the action.</p>
<p><em>You Can&#8217;t Have Your Towlr And Eat It Too</em> was my attempt at a Towlr.  It may be considerably easier than many of the other Towlrs, but the concept is somewhat interesting.</p>
<p>You can download it at the <a title="Towlr" href="http://towlr.com/">Towlr website</a> (which includes a Windows executable), or you can go to the <a href="http://natewm.com/ychytaeit/">page</a> I quickly thrown up on my site (Which requires Python and Pygame because I&#8217;m too lazy to copy the compiled vesion to my site.  Also, in the future I may move this to a different directory on my site, so be warned!)</p>
]]></content:encoded>
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