Humble Beginnings

This post is the first in a trip down memory lane, looking at how the Esther Drifters project got to where it is today. In the last post I hinted that I’m under no illusions that this project is a massive undertaking for a single developer – especially one who works full time, has a …

Read more

Introducing: Esther Drifters

Looking Back Some time in late 2016, Project Ant began to run out of steam, as is traditional for pretty much any project that I work on. After over four hundred commits, development came to a halt and the project slowly gathered dust and faded into the background. Despite it’s rather unceremonious end, I actually …

Read more

Watch this space

“Project Ant” has been mothballed for approximately 4 years (as evidenced by the lack of activity on this website). Fear not though, a new and shiny project has been underway for around two years now, and I will be sharing information about it here soon.

Read more

Project Ant Dev Update

So much for regular updates. It’s been over a year now since I last posted, but here I am again, and Project Ant _is_ still going. There were a few months at the back end of last year and the beginning of this one where I was distracted by, amongst other things: ‘Destiny: The Taken …

Read more

Overlapping Alphas in Unity 3D

In my last blog post, I unveiled the pheromone system and it’s accompanying overlay as a core game mechanic. The overlay was basic at best, and had one really irritating flaw – where two node’s pheromone indicators overlapped, the transparency is doubled. At best, this is pretty ugly, and at worst, it completely obscures the …

Read more

Project Ant Dev Update – 29/07/15

Would you look at that? It’s almost as if I planned it! Not only have I managed to make it to a second dev update, but I’m also posting it (almost) exactly one month after the last one! Note that this isn’t a guarantee of monthly updates. They’ll happen as and when I have interesting …

Read more

Learning to Walk Again

I’m a programmer, with barely an artistic bone in my body. Part of the big challenge of working on this game has been seeing just how far I can get by myself. The first tool I learned to wield was Inkscape which allowed me to create the SVG cartoon Ant sprite you’ve seen a few …

Read more

Project Ant Dev Update – 28/06/15

Hello, and welcome to the first official dev update for Project Ant. The other week’s brief introduction doesn’t count. These posts will cover recent progress in the game’s development, and ramblings about game mechanics and interesting (to me) implementation details. If that sounds like your cup of tea, then read on. If not, go and …

Read more

Introducing: “Project Ant”

We all know by now how my projects turn out. Take this website for example, no posts since a one-off last summer, and then nothing for almost another year. History will probably repeat itself here too, so if you feel you’ve been burned before, then now is probably the right time to stop reading. If …

Read more

Generating 1D procedural terrain in Unity

Well, it’s been a while since I blogged anything. Partially because of laziness, and partially because I haven’t had anything very interesting to share. Recently though I’ve been dabbling in some Unity. I was attempting to create some 1D procedurally generated terrain, but couldn’t find much information on the topic on the internet. So, in …

Read more