Archives
All the articles I've archived.
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Boom clone devlogs #7: Mobile Controls & AI Fixes
I'm going on holiday, so I made the game playable on a phone — and made the bots stop blowing themselves up, so I'd have someone to play against.
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The Other Half of the Lag: Client-Side Prediction in a Server-Authoritative Game
Last time I smoothed the jank between the server's positions. This time I had to fix the lag between the server and the client — by predicting the future and reconciling with the past.
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Boom clone devlogs #6: Monsters & Traps
A PvE campaign mode. Four monster types. A boss that charges at you. And a whole trap system because apparently the bombs weren't enough.
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12.8 Pixels of Jank: Smoothing Movement in a Server-Authoritative Game
Characters moved in visible jumps. Here's how we measured it, what we tried, and what actually worked.
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Boom clone devlogs #5: The Grind
We have a database. And accounts. And an economy. This is still a bomberman clone, I swear.
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Boom clone devlogs #4: Ride the Pig
You can ride a pig now. Also turtles, spiders, and a Ctrl key that saves your life.
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Boom clone devlogs #3: Going Online
Multiplayer is live. Tiles push. Bombs land where you tell them. Play it at boom.nkh.do.
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Boom clone devlogs #2: The Glow-Up
Real sprites! A map builder! A lobby with opinions! I'm practically a game developer now.
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Boom clone devlogs #1: The Prototype
Tiles, bombs, bots that don't immediately suicide. Progress.
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Projects Showcase
The blog has a projects section now. Because of course it does.
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Hello World, I Guess
The obligatory first post. You know the drill.