Searching in category: Technical
Rewriting Aril Comments
April 4, 2013, written by Maxim Aril, Game Development, Technical

Currently we are in the process of rewriting the code for Aril. This sounds counter intuitive seeing as we’ve already worked on it for more than half a year. But I will try to explain why this is not a waste of time and why in fact it is a very smart move to make. Continue reading


Read more...

F.A.Q. Comments
March 28, 2013, written by Ingmar Aril, Art, Design, Gameplay, Monogon, Technical

Alright, here are some questions we have recently heard a lot and we decided to put together this list.

Q: What is Aril?

A: Aril is a unique fast-paced multiplayer strategy game designed to be very easy to learn but very hard to master. Because the gameplay is very pure in strategy, being skilled truly makes you better. Continue reading


Read more...

Programming Language Elitism Comments
March 14, 2013, written by Maxim Technical

Often people say that if you want to be a ‘real’ programmer you have to program in C/C++. Other languages like C#, Java or Objective-C are too simplistic and not powerful enough. After trying out C++ and C# (and a little Objective-C) I’ve concluded that this statement is stupid and elitist. Continue reading


Read more...

Network is a Bitch Comments
January 3, 2013, written by Maxim Aril, Technical

Remember the discussion we had about engines and how Simon and I decided to write our own for Aril? This applied to the game’s networking as well. I decided it’d be cool if I’d write my own network system. I figured it would probably be kindof difficult to implement such a thing, so I’d reserved 2 weeks of my working schedule to create this system. Lol, stupid me… 2 months later it’s almost nearing a state where I’d feel confident letting testers try it out, but my god did I run into a shit ton of problems along the way. I’ll proceed to describe the biggest obstacles I encountered. Continue reading


Read more...

About engines Comments
December 19, 2012, written by Monogon Aril, Technical

In game development there’s always the discussion about whether to use pre-built game engines or not. With pre-built I mean engines like Unreal, Source, Cry and even Unity. I’m not going to give my opinion about whether using these engines is good or bad, I’m just going to tell you about the advantages and disadvantages of both and good situations to use either one. Continue reading


Read more...