britown

Creative-Type Impersonator

🌸请别在工作死🌸


I sometimes like working on never-to-be-finished video game projects


Right now I'm making a game called Chronicles.


Wanna make a game? Here is a list of great C++ libraries to use.


I maintain a Letterboxd in much the way that I assume people maintain bonsai trees.


This is Owen:
Owen
And this is Molly:
Molly
Furthermore, this is Max:
Molly

posts from @britown tagged #game development

also: #gamedev, #game dev, #gamedevelopment, ##gamedev

sp::list<Scale> const& Scales() {
   static sp::list<Scale> out;
   if (out.empty()) {
      out.push_back({ "Major", {2,2,1,2,2,2,1} });
      out.push_back({ "Minor", {2,1,2,2,1,2,2} });
      out.push_back({ "Mixolydian", {2,2,1,2,2,1,2} });
      out.push_back({ "Dorian", {2,1,2,2,2,1,2} });
      out.push_back({ "Harmonic", {2,1,2,2,1,3,1} });
      out.push_back({ "Melodic", {2,1,2,2,2,1} });
      out.push_back({ "Maj. Pentatonic", {2,2,3,2,3} });
      out.push_back({ "Min. Pentatonic", {3,2,2,3,2} });
      out.push_back({ "Blues", {3,2,1,1,3,2} });
      out.push_back({ "Whole Tone", {2,2,2,2,2,2} });
      out.push_back({ "Dim. Whole-Half", {2,1,2,1,2,1,2,1} });
      out.push_back({ "Dim. Half-Whole", {1,2,1,2,1,2,1,2} });
   }
   return out;
}
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My own thoughts: This is a really useful approach to deconstructing some long-held and oft-parroted "hard rules of game design." I take a little umbrage with the takedown of Dead Cells cursed chests because the loss of time is exactly the thing at stake and it ratchets up the tension so hard. The useful bit here is examining choice in more ways than how to punish it's selection.