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The Armoured Beans Blog 

#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...

#6 Raise capital on your terms with Rebekah Campbell

Both Stefan and I have come from the world of startups. We've worked at early/mid stage companies, seen how they've grown, been through the highs and lows and learnt a whole bunch in the process. From the very start of Armoured Beans we have both known that keeping in...

#5a The Story of Crypto Crisis

Finally out of early access! How does a cookie clicker clone that would take a 'couple of months' to build turn into a broad simulation with 3D environments and AI opponents? Armoured Beans started as most studios do, with grand plans of finally working on the...

#5 Play Fare Game Expo

You might not have heard of this expo before, I hadn't, as far as I know it didn't even have a name until a few days ago. Let me give you a quick pitch: Free entry! Live music! Board Games! Arcade game-inspired craft beer! All day free-to-play arcade games like Mortal...

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