Here Be Monsters

Upcoming webinar on Localization and Design Pattern Automation

Hello, just a quick note to say that I’m doing a webinar with the PostSharp folks on a technique my team developed whilst working on Here Be Monsters (a MMORPG that had more text than the first 3 Harry Porter books combined) which allowed us to localise the whole game with a handful of lines of code …

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Modelling game economy with Neo4j

In Here Be Monsters, we have a MMORPG that is content-heavy with over: 5000 items 800 recipes 500 locations 1500 quests and since the contents are highly connected, it makes balancing the game a rather interesting and challenging problem for our small team behind the project. The Challenge Consider a simple example involving the Camouflage …

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F# – genetic algorithms to help you catch monsters

The monster trapping mechanics in Here Be Monsters is fairly straight forward: Monsters have a type and a set of stats – Strength, Speed and IQ They have a rarity value which determines the likelihood of an encounter They have a set of baits they like, which can increase the likelihood of an encounter Traps …

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Red-White Push – Continuous Delivery at Gamesys Social

Nowadays you see plenty of stories about Continuous Integration, Continuous Delivery and Continuous Deployment on the web, and it’s great to see that the industry is moving in this direction, with more and more focus on automation rather than hiring humans to do a job that machines are so much better at. But, most of …

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Here Be Monsters – Message broker that links all things

In our MMORPG title Here Be Monsters, we offer the players a virtual world to explore where they can visit towns and spots; forage fruits and gather insects and flowers; tend to farms and animals in their homesteads; make in-game buddies and help each other out; craft new items using things they find in their …

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