The Cast of Robyn HUD: The Guard(s)

July 28, 2017

The Robyn HUD computer game is all about the player performing stealthy heists. Of course, in order to be stealthy, there has to be someone to be stealthy against. There’s no point in sneaking down a hallway if there’s nobody there to sneak by. To turn that nobody into a somebody means populating the game world with guards. Read More

HUD Hacking v2.0

July 21, 2017

In recent weeks on Robyn HUD I’ve been working to get the game to a point where I can put it in front of people for play testing. It’s generally considered best to get feedback sooner rather than later. The tricky thing is getting a game to an advanced enough state that play testers can see past the rough edges to focus on the gameplay areas that are most important. One area where I knew there were enough rough edges to prevent that goal was in the hacking system of the game. Read More

Intro Revisions

July 14, 2017

I’ve been living with the beginning of the Robyn HUD computer game for some time now as I’ve been putting into place the different systems needed to play the game. That means I’ve seen the intro of the game a fair number of times. It’s always best to let a story breathe a bit before showing it to other people. Gives you a chance to see what’s missing, what’s repeated, and what really isn’t needed. Several things fell into this last category that prompted me to go back to the intro this week and revise it to second draft status. Read More

Sounds Like Wood

July 7, 2017

Game assets are anything audio, visual, or “other” that go into making up the content of a computer game. As a game develops it becomes clear what assets are needed by that game. No big surprise there. The interesting thing is that sometimes opportunities present themselves to get game assets before you even know when or if you’ll need those assets. Such an opportunity happened to me recently when I had the chance to mess around with a large pile of scrap wood to get some interesting sound recordings. Read More

Blending up a Table Saw

June 30, 2017

The past couple of weeks I’ve been spending most of my Robyn HUD computer game development hours on “under the hood” work. On the positive side, I’ve very nearly finish all the technical work on the game to turn the different game play systems (AI, heist planning, hacking, etc.) into a unified whole. On the negative side, this type of work doesn’t really give me anything interesting to show or talk about in a blog, being mostly custodial in nature. However, I did manage to squeeze in a little time to put together another work in progress model for the game. Read More