Eden – Development Tools

Today I wanted to showcase the various tools I've used developing Eden. I specifically want to point out that everything in this list is absolutely free except for Aseprite (and it's very reasonable). Everything in this list is outstanding at what it does and I wouldn't include it if I haven't been impressed in more … Continue reading Eden – Development Tools


Optimization – Profiling & Cache Coherence

It's far more important that a thing works, than for it to work quickly. Software optimization is a slippery slope and should be embarked upon with an ample supply of caution, focus and above all else, metrics; always metrics. An established mantra is that you should not optimize anything until you see a problem. The … Continue reading Optimization – Profiling & Cache Coherence

Eden – Creatures

'Creatures' is a ubiquitous term for any kind of living actor in Eden, I don't mean to imply that everything is a creature or monster. Eden brings to life a wide variety of different animals, humanoids, monsters and critters. Each critter is designed to emulate it's real life or fantasy world counterpart. For example, animals … Continue reading Eden – Creatures


Eden – First Year in Review

Today marks the first year of formal development on Eden. After finding inspiration from a newly released (at the time) early access game called RimWorld and a long-held adoration for Dwarf Fortress I decided it was time to create something. Coincidentally I had just put myself through a pretty good course on Unity but decided due to the … Continue reading Eden – First Year in Review


Sprites on a Budget

Let's say you don't have a ton of time or aren't an artist or aren't able/willing/want to hire an artist and you're working as a small group or a sole developer on a game, but you need a lot of graphics/sprites, what can you do? Well in my case, not having a lot of time … Continue reading Sprites on a Budget


Generating Terrain with Noise

It occurred to me recently that it was time to improve the terrain/world generation in Eden. Up to this point, believe it or not, I was getting by with some homemade algorithms that created enough variety early on in development to be useful. Now however, as the game is maturing, I needed more realistic looking … Continue reading Generating Terrain with Noise


Spritesheets, Padding, Sampling & Packing

Oh my there's a lot going on in that title, I should probably break it down! Spritesheets When considering 2D game development, almost everyone knows (or will soon learn) that when developing a 2D game, you are dealing with sprites (small little 2D images). Each sprite is it's own little image file, and you are … Continue reading Spritesheets, Padding, Sampling & Packing