Archive for April, 2006
Thursday, April 6th, 2006
DD25: Riddle Me This
Welcome! Today is the halfway mark in the on-going Design a Day experiment. 25 designs down, 25 to go. I have some changes in mind for the next half of the challenge, and if I can get all my ducks in a row, I’ll make announcement Monday.
Currently the ducks are all askew, so no promises.
So […]
No Comments » - Posted in Game Design, Design A Day by Sean Hyde-Moyer
Wednesday, April 5th, 2006
DD24: License Mania
I’m not a big "April Fools" participant. I don’t feel the need to try to fool people into thinking I’m giving up designing games to pursue a career in Interpretive Dance, or install a java-script that makes all the hyperlinks run away from the mouse (Ok, that would be kind of funny). But I am […]
1 Comment » - Posted in Game Design, Design A Day by Sean Hyde-Moyer
Tuesday, April 4th, 2006
DD23: Gaia’s Revenge
So I guess I’m on a puzzle game tear this week.
I recently had someone ask me something along the lines of, “where do you get your ideas?” I know from the literary tradition one is supposed to disdain this question, as though the process were a tortured and impenetrable thing. The artist does not question […]
1 Comment » - Posted in Game Design, Design A Day by Sean Hyde-Moyer
Monday, April 3rd, 2006
DD22: We’re Robots, and We’re Here To Help
A while back, in that murky gray area I like to call “the past,” my wife was working on an exhibit for the Boston Museum of Science. As part of that project, we got to take a trip to CMU to talk with the folks in the robotics institute. I got to tag […]
No Comments » - Posted in Game Design, Design A Day by Sean Hyde-Moyer
Saturday, April 1st, 2006
Curse you, Internet Exploder!
Well, that will teach me to try and take it easy for a day. Yesterday’s post about the fog of war (taken from an old MS Word document, fergoodnesssake!) goes all pear-shaped when viewed in MS Internet Explorer.
I shall deem it irony that the crufty Word HTML code renders properly in Firefox, but not in […]
No Comments » - Posted in Game Design, Design A Day by Sean Hyde-Moyer
Saturday, April 1st, 2006
Fog of War Addendum
click here to download
I found this old AVI test of the reveal methodology described below.
The schematic flat map subdivides into 3D terrain+aerial photography as the plane moves across.
The next step (not shown), as ground units move in, the terrain further subdivides to its “true” configuration, and the aerial photographs morph into the real texture set, […]


