Hello, It's Earendel back for another electric adventure. You got your first look at Fulgora in FFF-398. (If you haven't read that already please read that first.) Now let's take a look at the new planet's mechanics.
Hello, we have gathered here today to talk about a new quality of life feature coming with 2.0.
Hello, Today we will be looking at (and listening to!) many of the sound improvements we have been working on for 2.0.
Hello, Another trains FFF!
Hello, let me show you another dose of things we just can't stop ourselves from doing.
Hello, I have an irresistible urge to tell you a little story. I'm sure you come here for stories, don't you?
Hello, I'm going to cover a feature I only just finished. I was thinking about this idea for years already. I always thought the feature is too hardcore to be included, but I learned that it is usually a mistake to underestimate the players, so I gave it a go, and decided to share it right away.
Hello, Another year has come to an end, from all of us here we wish you good fortune in the year to come.
Hello, We've had a lot of requests to talk about map generation. It's difficult to talk about map generation without first explaining noise expressions. From time to time we need to talk about noise expressions anyway because they are a critical part of the game, but I don't think we've ever done a good job of explaining what they actually are at a high level. We will a closer look at planet mapgen again in the future, but for now this will introduce the basic concepts and act as a primer for later.