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
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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
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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
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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
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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
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