Friday, July 13, 2012

Hexmap Speed Test I

I decided to run a test using the hexmap tables I've been working on to create a terrain-only map from scratch. Starting with a blank map, I dropped a few predetermined hexes into the grid, then started working. This is the starting map.
 After 20 minutes of random generation, this is what I ended up with.
Not too bad.

Thursday, July 12, 2012

Minecraft - Towering Tower

I've been putting work into my mega tower off and on over the last week or so. I now have the bottom level of the top of the spire complete. It's a glass bowl-shaped room, sort of an observation level.

Homicide - Pursuit of Justice

After a bit of clean up last session, it's time to move forward. When we left, we had pretty strong suspicions that Gabe Babbett is our murderer. His prints are on the gun, he knew both victims, and he's apparently on the run. We've issued a warrant for his arrest on suspicion of murder, and alerted the State Police in Delaware and surrounding jurisdictions. Since we can't just run off to Delaware, let's chase some leads here.

Wednesday, July 11, 2012

Diablo 3 - Dye! Dye!

Another concise list of Diablo 3 information. This time it's all about fabulous color! The post covers the dye-based achievements, dye types, and dye vendors. Updated for Reaper of Souls. You can find more Diablo 3 pages here.

Tuesday, July 10, 2012

Hexmapped Again

This is another demo map created using the Fudge-dice table system I'm working on. I did this one a bit differently, using an alternate 'rule' for the map processing. If you've read the previous articles in this collection, you know there are several terrain tables that are sorted in numeric order. Each hex you generate is marked up with terrain and a table number. When generating a new hex, you use the lowest numbered table marked in the already generated surrounding hexes. Table I is a random table.

Thursday, July 5, 2012

Hexmap in Progress III - Complete!

Here's the final result for my latest randomly generated hexmap. Terrain-wise, I'm pretty happy with how this looks for a five-mile per hex map. The ocean terrain is still a bit fjord-like, but as I said before, I'm OK with an emphasis on land as opposed to water.

Wednesday, July 4, 2012

Homicide - Loose Ends

I'm starting to feel like this game has gotten a bit sloppy, so I'm going to do some bookkeeping and clean up and organize things a bit. There are a bunch of open threads, some of which may be irrelevant or easily closed off, and I want to be sure the main summary page is up to date.