Developer's Blog

The Dev Blog for the upcoming game Zero Sum Future, where our lead programmer walks through engine design, game design, and more!

Making An Engine 4: Networks Suck (Part 2)

If you haven't read the first part, I highly recommend it.

Today comes the long awaited sequel to the networking series, where I talk about how we're solving most of the awful problems that accompany peer-to-peer games for Zero Sum Future. I'm also going to talk about some as-yet unsolved problems that have hypothetical solutions – that way, I can offer some insight into the thinking processes from behind the curtain.

Without further ado, let's begin.

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Making An Engine 3: Networks Suck (Part 1)

Let's say you are making a multiplayer game, and because you live in the 21st century, this game needs to be played over the Internet. That means you need to write network code. This is a fairly lengthy topic, so part 1 is going to be a general overview, and part 2 is going to be how we solved these problems in Zero Sum Future.

tl;dr: This is hard. If you have a lot of money, it's considerably less hard, like most things in life.

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Making An Engine 2: 3D Picking

On today's episode of Making an Engine, we're gonna talk about clicking things.

This might not seem super cutting edge, but it's a surprisingly difficult and interesting question with multiple possible solutions. As with all problems worth solving, we shall begin with the parameters in question and the motivation.

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Making an Engine 1: Driver fun!

I once had a friend ask me about what it was like making a game engine from scratch. He did not think it was possible that one could make a game and an engine at the same time – both of those were very time-consuming projects. This series is about that.

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Pre-Alpha Post Mortem

Even odds say that if you are reading this right now, you participated (or at least heard about) the little pre-alpha party we had last Sunday, February 11th. This is the obligatory post-mortem post.

TL;DR: Overall feedback is positive, there is a long road ahead for us here at Plungerhorse, and some of fixes are going to be their own blog posts, so you got that to look forward to that.

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So, this game we're making. What is it?

The so-called elevator pitch: It's a multiplayer city builder, set in space, with an emphasis on ruthless business themes. Think of it as Sim City meets Settlers of Catan. IN SPACE!

There. Now, everyone is gonna go buy it.

But this makes for a lousy blog, so I guess I'll go into a bit of depth.

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