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!

Atomic Bloom

We're only weeks away from early access release, and I chose now to experiment with bloom. I think the results are very pleasing.

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Beta Test Post Mortem

That fresh blog post smell. Ah!

As our regular audience may or may not know, we recently conducted a beta event. How did it go? How did we intend for it to go? Did it go that way? Now that it's gone (but not really) how do we proceed in the coming days?

Get a cup of tea, it's quite a ride.

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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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