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The Armoured Beans Blog 

#18 How to become a Bad Developer

So you've decided you want to be a bad developer, or perhaps you're a good developer and you're just sick of making things easier on yourself and being praised by your co-workers. You've come to the right place, I have a few tips to help you flush your career down the...

#17 Why is celebrating important?

Stefan and I aren't very good at celebrating wins or milestones. When I asked Stefan what he thought about celebrations, his response was that the work IS the celebration. I felt similarly. Armoured Beans isn't just work, it's my life and a combination of hobbies and...

#16 Developing a Game within a Game

In the world of tech startups there are plenty of ways to test the viability of an idea before jumping in and writing code to create an app. Game development seems different. Until now I haven't found a good way of testing an idea for a game without at least...

#15 Optimising for Emotion

In my last post I talked about how game marketing has evolved with the rise of the influencer. In this post I'd like to jot down some thoughts on what could help a game attract influencers to it. I suppose the first question to ask is: What are influencers looking...

#14 From Static Ads to Live Streaming

I'll like to start off by saying I'm no marketing expert; I haven't studied it, I don't research it and I haven't worked in any job closely related to it. All of my marketing knowledge comes from observation and listening to the experience of others in the gaming...

#13 Deadlines – Why? How?

First, I'd like to make it clear that I'm talking about deadlines from a product point of view. All of this might not be relevant for service based work. What do we need deadlines for? Might sound like a stupid question with a lot of different answers. I reckon the...

#12 Jessica the Artist

Woo! We have found ourselves an artist. Jess graduated from College of Fine Arts (now known as UNSW Art & Design) in 2012. This will be her first foray into the gaming industry. She is a self-professed manga and anime nerd, enjoys JRPGs and Pokemon. She loves to...

#11 Piecing the Brains Together

In issue #9 I mentioned that training a brain to control every aspect of an enemy was too big of a task. Let me go into a little more detail on how I ended up creating an AI to control a single enemy. There were two aspects of the AI which I had problems with...

#10 Modifying the Academy

The brains are trained! It was time to use them in our game. I'm not sure if it was because my Google-fu was weak but there didn't seem to be a lot of information out there about applying trained brains in production. One issue I noticed was there was no way of...

#9 My Intro to Machine Learning

Programming game AI is challenging. Whether you're trying to program a game master, path finding, enemies to shoot at or allies to play with, there is a sweet spot you need to hit. When you hit that spot the AI blends so seamlessly into the game that the player...

#8 Brief Status Update

We don't have much to report on this last fortnight. Pre-production for our next game has wrapped up and the build is well underway. We won't release any details about the game until we get some solid concept art and game play footage; this brings me to my next point....

#7 Play Fare Expo

I didn't know what to expect from Play Fare considering it was a new expo, overall I think it was good. We got a chance to see what other local game developers were up to and sit down and play Crypto Crisis with some people. Our banner was a little overkill, the beer...

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