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Treasure Rules

The American rulebook states a room may be searched by all 4 Heroes:

image

The European rulebook does not state this, but it

Treasure Cards

In HeroQuest, the Hero

Gamepad Controls

I implemented gamepad controls which I tested on Windows desktop with an Xbox 360 Controller (USB).  Using this same control system, it

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

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