When you're working on your #RPG and realise it's going to be even more leftie than you initially imagined...
I'm not used to hard exercise. That was a hard course (2h20m of climbing, swings, nets, steel cable walks, 450m zip lines etc.) Seriously considering taking up climbing/bouldering again to improve my core, general fitness and mindfulness.
I ache. Tomorrow will be worse. 😂
Well, I managed a little #RPG lifepath writing this morning at least. I might work to make this a little less criminal and just more street-focused. We'll see.
As if CP2077 couldn't get any cooler, Keanu is in it. 😎
Cyberpunk 2077 — Official E3 2019 Cinematic Trailer
Mark your calendars — Cyberpunk 2077, the open-world, action-adventure story from CD PROJEKT RED, is coming to Xbox One, PS4 and PC April 16th, 2020. Pre-ord...
Reading. 😎 It's been a long time. #TheSandman
New interface for SubQ now I've discarded the idea of having a forward-view in the top-right console.
Depth should be better represented by the blue gradient on the main map, with # symbols still indicating rock/impassible terrain.
The targeting console will be used to display, um, targets. As I plan on a detailed damage system for subs (hull, flooded bulkheads, fires, etc.) this square-based view, a la BATTLECHARS, should work well.
People Are Clamoring to Buy Old Insulin Pumps
How an obsolete medical device with a security flaw became a must-have for some patients with type 1 diabetes
So I have a problem with the way I'm rendering my display that I need to think around (see attached quick view).
That cell is adjacent to the current cell (relative position is [-1, 1]). That means its relative angle is 45 degrees. Makes perfect sense, but it also screws up my display as I'd want an angle of 5 degrees to intersect a cell that is adjacent to the current cell.
The maths is right, but it means the first cell at a relative angle of 5 degrees is 8 cells away. Hmm.
My one bit of #GameDev this week. Calculating distances for cells so I can finally finish rendering that console on the top-right. 😆
I'm getting somewhere playing with ideas for my submarine #RogueLike. So here's an animation of a sub with a bearing (initially 90 degrees) and an independent periscope bearing (initially 0 degrees relative) moving its scope and then moving itself and then moving its scope after moving itself. No collision detection yet.
The goal will be to render the tactical "forward view" relative to scope bearing. I'm not quite SURE why yet, but it feels like a good #GameDev design direction.
Dev. AppSec/InfoSec guy. Writer. Hubs. Dad. Punk of Many Colours. Mental Health First Aider & Advocate. Middle-aged Northern Brit. Sweary. Simplifying life.
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