A Different Entity Component System

When programming Rabbit Wars back in 2007, I ended up with huge objects for each of my game entities. They handled player input, AI, moving, shooting, health points and rendering. I didn’t like it, it drove me mad. But then I came across this Evolve Your Hierarchy article. Since I was still in the middle of programming, I refactored my game entity code to use components instead of multiple inheritance (just like the article described). It worked great, my code was readable again.

Rabbit Wars for PocketPC

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RPG Playground 0.13: Conversations

Finally, the new version of RPG Playground is available at http://rpgplayground.com! First of all, this release took waaaay too long. The previous version was released 1 year back, which is definitely a very long time ago. I don’t want any of my next releases to take this long ever again. The plan is to make a new release every few months, or even faster.

A lot of you were asking, poking and bugging me when this release will be out, and what features it will contain. So thanks for your patience! I hope you will stick around while I keep adding new features.

So, why did it take so long? Well, a lot of work was done both on visible features and framework improvements. I will explain everything in this post (so yeah, this is going to take a while). I will handle the most important features first, so feel free to quit reading and start designing your game.

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