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A Keyboard and the Truth



3/24 Crunch Crunch Crunch

Posted by Gearslayer360, 24 March 2015 · 0 views

Hello guys, Brian here again. It has been a bit but man have we been busy. We are fast approaching our (hopeful) launch date of 4/15. This means it is crunch time. The to do list is thankfully getting shorter and things are coming together nicely. What we have is looking more and more like a game and less like a fancy tech demo http://public.gamedev5.net/...


Progress and Crunch Time 3/6

Posted by Gearslayer360, 06 March 2015 · 0 views

Our Progress on Locations
Some good progress has been made since the last update. We have added 2 new locations and changed 3 locations from just a black room to make for a total of 5 new locations that are able to be explored. We have hooked up the East Woods and the Upper Halls as the 2 new locations, and added backgrounds, music, some NPC's and decor...


Long Overdue Update 2/13

Posted by Gearslayer360, 13 February 2015 · 0 views

Introduction

Hello to all of you long time fans of EDI, or maybe some of you newcomers. As Raymond may have mentioned previously he has had a new addition to the team and I would like to formally introduce myself. I am Brian_Matthys and I will be handling regular journal updates for the foreseeable future.

Experience and Stats

A lot has happened...


Under-drive & Over-drive

Posted by EDI, 09 February 2015 · 0 views
game programming and 1 more...
Under-drive & Over-drive

This is a situation that comes up a lot in game development; It recently reared its head again when adding a 'ghost writer' text effect to our NPC dialogue system.

I thought I would take a moment to talk about the crux of the issue so that some folks might understand it better.


The Problem

When developing a 'ghost write...


Revel Immortal Update 1/13

Posted by EDI, 13 January 2015 · 0 views

Happy New Year!

...a little late, I know.

brian_matthys has been bugging me, relentlessly to post another update.

But, for those of you who know me best; I often get wrapped up in the implementation, more so than the telling.


Current Status of Revel Immortal

I am happy to report that I am finished with the 'containers/stores' code; we now have th...






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