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Process Space

Friday, 29 July 2011. This week I've been focusing on the high level plan. What is the basics of the story I'm trying to tell and how is the character going to advance through the game? And I discovered something interesting with the mechanics as I've got them. Links to this post. Friday, 22 July 2011. Latham version 0.1. It's been a month and a bit. I've been lax. I got less done in a week than I should have, then continued not posting my changes and making less change than I was happy with....Separated...

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Process Space | kalevtait.blogspot.com Reviews
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Friday, 29 July 2011. This week I've been focusing on the high level plan. What is the basics of the story I'm trying to tell and how is the character going to advance through the game? And I discovered something interesting with the mechanics as I've got them. Links to this post. Friday, 22 July 2011. Latham version 0.1. It's been a month and a bit. I've been lax. I got less done in a week than I should have, then continued not posting my changes and making less change than I was happy with....Separated...
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1 process space
2 short latham update
3 posted by
4 kalev tait
5 no comments
6 html test ii
7 enemy movement
8 enemy death
9 html test i
10 no canvas support
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process space,short latham update,posted by,kalev tait,no comments,html test ii,enemy movement,enemy death,html test i,no canvas support,technobrega rpg i,skotos,artificial immortality iii,i’ve previously,wrong,yesterday,older posts,followers,about me
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Process Space | kalevtait.blogspot.com Reviews

https://kalevtait.blogspot.com

Friday, 29 July 2011. This week I've been focusing on the high level plan. What is the basics of the story I'm trying to tell and how is the character going to advance through the game? And I discovered something interesting with the mechanics as I've got them. Links to this post. Friday, 22 July 2011. Latham version 0.1. It's been a month and a bit. I've been lax. I got less done in a week than I should have, then continued not posting my changes and making less change than I was happy with....Separated...

INTERNAL PAGES

kalevtait.blogspot.com kalevtait.blogspot.com
1

Process Space: Short Latham Update

http://kalevtait.blogspot.com/2011/07/short-latham-update.html

Friday, 29 July 2011. This week I've been focusing on the high level plan. What is the basics of the story I'm trying to tell and how is the character going to advance through the game? And I discovered something interesting with the mechanics as I've got them. Subscribe to: Post Comments (Atom). View my complete profile. Latham version 0.1. Simple theme. Powered by Blogger.

2

Process Space: September 2010

http://kalevtait.blogspot.com/2010_09_01_archive.html

Monday, 27 September 2010. Exploring a Fractal Map. Years later, while in college I discovered that the ‘Clouds’ command of Photoshop combined with increasing the contrast gave similar images to that old memory of an imaginary coastline. I played around with this for a long time, trying out different experiments, thinking about the places these maps represented and trying to find a way to zoom in on the coastline in a meaningful way. But I never found that functionality. Then I learned how to program.

3

Process Space: Artificial Immortality III

http://kalevtait.blogspot.com/2011/05/artificial-immortality-iii.html

Friday, 20 May 2011. Looked at why digitally uploading my consciousness is not the same as immortality. Even if I create a simulation of myself that is for all intents and purposes identical to me, I will still die. But the copy won’t. It will go on living for as long as there are computers for it to run on, right? What if something goes wrong with the transferring process? This realisation reveals the truth behind two more dreams of the digital upload. We’ve already destroyed the myth of human...The nex...

4

Process Space: June 2011

http://kalevtait.blogspot.com/2011_06_01_archive.html

Thursday, 16 June 2011. So, over the past week Ive added:. Scrolling the view when you get to the edge of it (allowing maps larger than the view area). Objects that can be used to block movement. Objects that can be used as triggers (both on move over and attempt to move into when the space is blocked). Triggers teleporting the player to other locations and other maps. Triggers changing the type of a tile (how it looks and whether it blocks movement). Triggers displaying a message to the player. Edit 2: ...

5

Process Space: HTML Test II

http://kalevtait.blogspot.com/2011/06/html-test-ii.html

Thursday, 16 June 2011. So, over the past week I've added:. Scrolling the view when you get to the edge of it (allowing maps larger than the view area). Objects that can be used to block movement. Objects that can be used as triggers (both on move over and attempt to move into when the space is blocked). Triggers teleporting the player to other locations and other maps. Triggers changing the type of a tile (how it looks and whether it blocks movement). Triggers displaying a message to the player. Edit 2:...

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paulecoyote.com paulecoyote.com

micro talks | Paul Evans

https://paulecoyote.com/tag/micro-talks

Some independent thoughts of a software developer in the games industry. Posts Tagged ‘micro talks’. This is a quick write up of my thoughts about the micro talk format, its use in Lionhead’s Creative Day and the talks organized by IGDA Austin. Held at historic Studio 6A (home of Austin City Limits show. The Micro Talk format. Ten minutes is time enough to cover a large subject at a very high level or a very specific topic in detail. This forces focus and sets the pace for all the talks. A similar format...

paulecoyote.com paulecoyote.com

Micro Talks | Paul Evans

https://paulecoyote.com/2011/06/26/micro-talks

Some independent thoughts of a software developer in the games industry. Laquo; The XmlSerializer class in C# is asymmetric. Let me introduce you to Gameduino. This is a quick write up of my thoughts about the micro talk format, its use in Lionhead’s Creative Day and the talks organized by IGDA Austin. Held at historic Studio 6A (home of Austin City Limits show. The Micro Talk format. For the audience ten minute bite-sized chunks of content should be digestible even if it is something individual members ...

paulecoyote.com paulecoyote.com

networking | Paul Evans

https://paulecoyote.com/tag/networking

Some independent thoughts of a software developer in the games industry. Posts Tagged ‘networking’. This is a quick write up of my thoughts about the micro talk format, its use in Lionhead’s Creative Day and the talks organized by IGDA Austin. Held at historic Studio 6A (home of Austin City Limits show. The Micro Talk format. Ten minutes is time enough to cover a large subject at a very high level or a very specific topic in detail. This forces focus and sets the pace for all the talks. A similar format ...

paulecoyote.com paulecoyote.com

lionhead | Paul Evans

https://paulecoyote.com/tag/lionhead

Some independent thoughts of a software developer in the games industry. Posts Tagged ‘lionhead’. This is a quick write up of my thoughts about the micro talk format, its use in Lionhead’s Creative Day and the talks organized by IGDA Austin. Held at historic Studio 6A (home of Austin City Limits show. The Micro Talk format. Ten minutes is time enough to cover a large subject at a very high level or a very specific topic in detail. This forces focus and sets the pace for all the talks. A similar format wa...

paulecoyote.com paulecoyote.com

public speaking | Paul Evans

https://paulecoyote.com/tag/public-speaking

Some independent thoughts of a software developer in the games industry. Posts Tagged ‘public speaking’. This is a quick write up of my thoughts about the micro talk format, its use in Lionhead’s Creative Day and the talks organized by IGDA Austin. Held at historic Studio 6A (home of Austin City Limits show. The Micro Talk format. Ten minutes is time enough to cover a large subject at a very high level or a very specific topic in detail. This forces focus and sets the pace for all the talks. A similar fo...

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Process Space

Friday, 29 July 2011. This week I've been focusing on the high level plan. What is the basics of the story I'm trying to tell and how is the character going to advance through the game? And I discovered something interesting with the mechanics as I've got them. Links to this post. Friday, 22 July 2011. Latham version 0.1. It's been a month and a bit. I've been lax. I got less done in a week than I should have, then continued not posting my changes and making less change than I was happy with....Separated...

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