Human Extinction Simulator – February update

The official website has been updated with a fresh video of beta gameplay and new screenshots! Check it out right here: http://www.machine22.com/humanextinctionsimulator/ Pure strategy I also updated the description to give a better idea of what the game is really about. I describe the game being a turn-based pure strategy game but the word pure here […]

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A few obstacles to coding a good AI

Coding AI for Human Extinction Simulator is an eye opener. Coding the AI for Bret Airborne was relatively simple as there were few parameters to consider and the flow in a match-3 is quite fast that even if the AI isn’t perfect you don’t really notice it or just barely. In a much slower turn-based […]

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2014 is coming … A look back and forward

To say the least 2013 was slow … Real slow. I don’t feel like I’ve bee sitting on my hands but I can’t figure where the time has gone for some reason. First interesting net revenue ever: Bret Airborne 2013 is mostly that really. It’s about $1,500 which is much lower than I hoped but […]

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Going the deterministic non-procedural way

I finally decided that my upcoming game, Human Extinction Simulator (yep, I changed the name), will be scenario-based instead of being a single procedural generated challenge. Even though a procedural approach would in theory means an unlimited amount of content I don’t think that for this game it would mean unlimited amount of FUN content. […]

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The pricing game VS the noise

Note that I had to enable moderation for all comments as it seems my blog is the favorite target for spammers trying to sell stuff so given some time I’ll approve all comments. Sorry about that. — I don’t recall ever reading a PC game postmortem in which the price was set as a good […]

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