Posts RSS Comments RSS Del.icio.us Digg Technorati Blinklist Furl reddit 105 Posts and 7 Comments till now
This wordpress theme is downloaded from wordpress themes website.

Archive for the 'HeroQuest' Category

Search for Doors (dynamic textures)

Motivation

In HeroQuest, a hero can do one action per turn (move then action or action then move).  The choices for an action are

Fog of War

Motivation

In previous posts I

Pathfinding with A* (A Star)

Labor Day weekend gave me an opportunity to implement pathfinding.  Here’s notes on some of what I read.  BFS (breadth first search) explores equally in all directions.  Dijkstra favors lower cost paths.  A* is modified Dijkstra optimized for a single dst (uses heuristic to search towards dst).  A* is the standard pathfinding for games (I also used it in college game projects ~12-14 years ago), so it

Trying Out HTML5

I gave

Line of Sight (Field of Vision)

As described in my visibility post, my rules interpretation uses two kinds of visibility

Reveal Rooms

My previous post discussed my rules interpretation for visibility (what a Hero can

Visibility – what a Hero can “see”

I have a childhood memory (I think it really happened!) that when I first tried HeroQuest with my father, without really reading the rule book, I opened the quest book and setup the entire board for the first quest.  On Zargon

Android Support

I packaged my game for Android.  Overall it was mostly painless

Is Orc’s Bane Useful?

Interpreting Source Material
When porting content from one media to another (such as book/comic to movie) (or doing a remake), the source material gives a lot of guidance, but there are still plenty of decisions to make.  With HeroQuest, I’m leaning heavily towards making it authentic.  But it is a video game, and I’ve decided to have the program do rules and a campaign and AI (unlike the Tabletop Simulator version)

HeroScribe support, Epic Campaign Plans

In my prior work post, I described HeroScribe as the

« Prev - Next »