Home of Ebyan Alvarez-Buylla

Progress Towards Playable

Progress Towards Playable

Hark not, the lack of updates on the Legends of Aesthir project does not mean progress has halted, only briefly paused (mostly on account of Skyrim). In retrospect, having set a hard deadline for completion of the minimum viable product was unwise, since I had little room to play with either the scope or the timeline (and, as with anything fairly complex, something always has to give).

In any case, these are the items from the roadmap that I managed to complete:

The Roadmap Towards Playable

The Roadmap Towards Playable

Whereas the focus in the past few weeks has been in tightening up the interface, the focus for the coming weeks will be on getting Legends of Aesthir to a playable state.

Basic UI and Registration

Basic UI and Registration

With the latest design and UI update to Legends of Aesthir comes the opening of registrations for the playable game. The registration is, at the moment, a means of collecting the information of prospective alpha testers, but, as you can see by the presence of the login area, development continues steadily!

Coming Soon: Legends of Aesthir

Coming Soon: Legends of Aesthir

Legends of Aesthir is a web-based, collectible-card game I’ve been working on for the past few months. Development progress has been fairly quiet so far, but that is about to change with the latest interface redesign, with which I am extremely happy!

Multiple AJAX Calls in YUI 3

Multiple AJAX Calls in YUI 3

Although my preferred JavaScript framework is jQuery, I’ve been using YUI 3 professionally quite a bit in the last months. Recently, I had the need to handle multiple concurrent AJAX calls and bind them to their own event handlers. This can be accomplished with:

Game Design Podcasts, Game Development Motivation

Game Design Podcasts, Game Development Motivation

For the past few months, I’ve been catching up on these gems of game discussion podcasts, running the gamut from one-man shows to round-table-special-guest-discussions, and generally having game design as their overarching theme. Here they are, roughly in order of rotation:

Scaling Back Movement at the World Map Level

Scaling Back Movement at the World Map Level

The goals for the Dance of Death v0.6 release revolve predominantly around world generation, wilderness generation, and integrating these radically new features into the existing game. No small task, by any means, which is why I have devoted an entire version to this set of features, and also why I have made the decision to scale back on three non-essential items:

Dance of Death Development Updates on Twitter

Dance of Death Development Updates on Twitter

Recently, I have been posting near-daily Dance of Death development updates through @Nolithius, on Twitter. Feel free to follow me to catch a glimpse of how the game progresses from day to day!

A Quick Break/Sword of Fargoal

A Quick Break/Sword of Fargoal

In lieu of a particularly busy last few weeks at work, I’ve taken a quick break from programming for a bit. I can honestly say that I have seen code in my dreams in the past, and that’s something I’d like to avoid in the present!

So for the most part, I’ve been kicking back and playing plenty of games.

Work XOR Rework

Work XOR Rework

Back in my university days, I fondly recall when our professor for Structured Computer Organization, a seasoned computer scientist who worked on the EDSAC 1 back in the days of yore, asked, “Have any of you worked with Assembly?”. Having had the odd run-in with some flavors Assembly in previous microprogramming classes, I raised my hand.