Rune Skovbo Johansen's Blog
Indie developer, procedural generation enthusiast, Dane in Finland. Currently making Eye of the Temple and blogging at blog.runevision.com.
This article examines the sense of mystery and wonder that’s tied not to story or themes, but to exploration. Based on a comparison of two Zelda games, four key design strategies are extracted, as well as some more general considerations to keep in mind
Visualizing the state space of puzzles is a new way of working with puzzle design that tells you vital things about the puzzle design at a glance. I created a free tool for doing this and I write about how you can implement it in your own tools too..
Pathfinding is not just for finding paths for AI agents. It’s also for procedurally creating paths. Here's my findings for how to create paths on terrains that are steepness-avoiding and look natural, as if they were designed by humans.
Let me highlight fundamental differences between three approaches to procedural world generation: The simulation, the functional and planning approach. They are not only algorithmically different but also suitable for different types of gameplay.
If you're creating anything procedural, you're almost guaranteed to come in need of random numbers at one point. In this article we'll look into two different ways to produce random numbers - random number generators and random hash functions.
In this opinion piece, the argument is made that harassment could be fought more effectively if pro- and anti-GamerGate people joined forces. The many different subjects and standpoints in the matter are analyzed to try to bring nuance to the discussion.
Rune Skovbo Johansen's Comments
[Blog - 05/16/2018 - 10:11]
Nice article exploring visual identity ...
Nice article exploring visual identity of promo art. I would however say the description early on in the article is misleading. r n r n Any stray screenshot, logo, promo image or hell even the color of your booth cloth, should scream out your game to viewers, and your game ...
[News - 06/02/2016 - 06:03]
[Blog - 04/06/2016 - 01:31]
[Blog - 10/30/2015 - 12:43]
Hi Zach, good article We ...
Hi Zach, good article We 're working on something very similar here, but the article had a few good points we hadn 't considered yet. r n r nOne question, how do you go about setting a minimum distance threshold for mouse movement It sounds simple, but opens questions like ...
[Blog - 10/13/2015 - 01:29]
[Blog - 04/27/2015 - 12:32]
The idea is to compute, ...
The idea is to compute, for each navpoint, a series of jump trajectories with different heights and horizontal speeds. r n r nHi, I have 2D pathfinding in my game The Cluster as well, and it looks very comparable. However, I 'm using a bit different approach which I think ...