Content tagged game-development

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27 usages of this tag
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Blog Post
I'm going to make a game!
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I'm going to make a game in Construct! This is going to be a bit of an experimental part-time project with the aims of showing how far Construct can go, providi...

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RTS update #1: architecture
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Since my first blog I've been putting together the overall architecture of the game. You can see some of the initial work in the commit log on GitHub. This can...

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RTS update #2: Classes
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Since the last blog I've added some very basic interactivity. You can click to select units, and click somewhere else to move the selected units there. They jus...

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RTS devlog #3: Minimal multiplayer milestone
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You can now play a minimally multiplayer version of the RTS live online at CommandAndConstruct.Com ! It's an unoptimized export running on a cheap web host so i...

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RTS devlog #4: Collision detection and combat
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Since the last devlog I've been working to get to a minimally playable game. Units now have turrets, they can fire at each other, and get blown up when they tak...

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RTS devlog #5: input and gestures
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In the week or so since the last devlog I've mostly been working on mouse and touch input, as you can see from the commit history . The player can now drag a se...

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RTS devlog #6: 1000 units bandwidth
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After the last devlog I had the basic controls for scrolling and zooming a larger level. Mostly for a laugh, I threw in 1000 units and set up a huge battle. Tha...

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RTS devlog #7: optimizing performance for 1000 units
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In the previous devlog I focused on getting intense multiplayer combat with 1000 units to use just 50kb/s bandwidth. Now it's time to turn to the CPU performanc...

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In September I started part-time development of a real-time strategy (RTS) game in Construct using Javascript coding. I've been posting regular updates on it on...

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RTS devlog #8: How to beat lag
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It's time to deal with the bane of online multiplayer games: Lag . Previously Command & Construct just displayed raw network updates - as soon as a message arri...