Originally posted on FidelumGames.WordPress.com
Version Control Commit CommentsIn my last post, I said that I hoped my blog posts would start getting more frequent. That was over a month ago ?
But that doesn’t mean I haven’t been working on things, I just don’t have anything new th…
Originally posted on FidelumGames.WordPress.com on October 1st, 2017
Here comes Obscurity!
This was the first song I made for The Wayfarer. I actually did intend to do something a bit (a lot) brighter, but at times you really can’t really co…
Originally posted by Jake Jollimore on FidelumGames.WordPress.com on September 11, 2017
I’ve been pretty busy over the last week with life stuff, so not a whole lot to report on at the moment.
However, I watched an Extra Credits video last night that tal…
Originally posted on FidelumGames.wordpress.com
A few months back I was looking for projects that would be in need of a composer. Jake did contact me via GameDev.net and asked if I’d be interested doing musics to his game and since I’ve always been a huge f…
Originally posted on fidelumgames.wordpress.com
Strap yourselves in. This is going to be a big one. And hang in there. There’s some good media part way through.
A CLEAN SLATESince my last post, I let myself get a bit out of hand as far as staying disciplined goes.
I had made som…
Waaaay too long since my last update.
Since then, I've been working (not nearly as much as I should be) on outdoor environments and a skill tree.
I want this game to follow the classic RPG class formula of Mage, Fighter and Thief, but I didn't want to constrain my players to a single c…
This is going to be a super short post (and a bit late coming, too), because I simply don't have a lot of time, but I completed my first Ludum Dare entry last weekend.
Here's a link to THE GAME'S LUDUM DARE PAGE, where you can read further about the game, and find links to play it.
I strongly recomme…
In my LAST POST, I talked mostly about some of the pathfinding options that I came up with. One of these solutions involved relying on raycasting to determine a path to my player, which was a fun exercise and yielded some really entertaining gifs. However, I decided to scrap that system in favor of…
All Over The Place
In my last post I discussed an Action/RPG/Platformer/Diabloesque/JRPG game that I had started working on, and showed a short prototype video. As if the genre of this game wasn't already all over the place enough, I've since dropped the project (for now at least), and started work…
So I've yet to do a proper post-mortem for Pixel Zombie Shooter. I will do one soon, but for now I'm very excited about the other project I've started working on, and I wanted to share it with everyone.
I've been thinking about this game for quite some time; since long before I completed Pixel Zomb…
[font=arial]It's Done! Finally.[/font]
[font=arial]It's true! The game is complete! After a couple of (painful) weeks of waiting to hear back from sponsors, I'm sorry to say that I have (so far) been unsuccessful in securing sponsorship for the game. However, my primary goal for this game was simpl…
Callooh Callay! The time has come!
I've taken a day off from work, so I'm going to be pounding away at this for the next 5 or 6 hours (I've already been at it for a couple) in order to meet the deadline I've set for myself (tomorrow night).
Don't want to waste time saying too much right now. Howeve…
Simple Brilliance
The thing I was working on tonight was getting all of my enemy variants into the game. I've got the color variants done, with the red versions being more difficult to kill, and I'm working on getting the limb variants in.
This took a little bit of thinking as to how would be best t…
Hey everyone,
This weekend I managed to finish off my Weapon Upgrade UI, and it is FULLY functional and VERY easy to expand if needed. But more on that another time. Tonight I wanted to focus on some graphic updates.
If you've been following along, you've all seen my 'Skinbie'. He's been in the g…
Very quick update tonight.
Aside from some polish and some additions to help me get a sponsorship on the game, the core functionality is almost done.
The bare minimum left to do to make the game fully functional is to make the Abilities and Achievements UI, tune some variables and define my waves.T…
Things are coming nicely, and it's finally starting to look like a game, instead of just a bunch of pieces.
Since my last update, I've done quite a bit, including some major refactoring, UI Design, setting up a pixel perfect camera, modifying graphics and experimenting with exploding enemies and bl…
I'm still working away on this. I think I've managed to improve my work ethic quite a bit, and as a result... I'm seeing results. :P
Check out this short gameplay video to see some new features, including the starts of a UI, some background graphics (from openGameArt.org), and some new enemy graphi…
Wow... It's been over a month since my last post... Craziness.
Anyway, just wanted to drop a line to say I'm still alive, and making pretty good progress (though, of course, I still wish I'd made more).
I've been working strictly on graphics this last little while, and I had a pretty good streak go…
Just a heads up to anyone who might be interested: I'll be streaming my development live tonight on twitch in just over an hour, at 10 ADT (Atlantic Daylight Time).
I'll be working on some pixel art, tweaking an enemy animation, and possibly building my game's Store/Upgrade UI.
Go to my CHANNEL to…
[font=arial]I can see the light at the end of the tunnel... The project is almost done, but I'm struggling to sit down and get it done.[/font]
[font=arial]I think pretty much all I've gotten done since my last update (which seems like forever ago) are some graphics:[/font]
[font=arial][/font]
[font…
It's been a while since I've done an update. I had a bit a of no-development period (about a week maybe). I was just too busy.
But in the last 3 or 4 days, I've gotten a lot done.
I fixed a bug where bullets were bouncing off enemies when they should just be destroying themselves (apparently the e…
Spent quite a bit of time tonight. Cleaned up a few things and got my enemy spawners and item drops working as well as a 'coin magnet'. Also, See below for a video of some gameplay.
For my item drops, I wanted to be able to assign a list of prefabs that the enemy could potentially drop in the inspe…
Last time I made an entry I said that my next task would be to have enemies drop items, and to create enemy spawners. When I opened my project, I started looking through my code and wound up refactoring quite a bit of it.
By the end I had 3 or 4 new classes, making all of my classes quite a bit lea…
**NOTE: This post was a little longer than I intended. If you don't want to read everything, there're some interesting things about enemy types and game titles near the end. Cheers!
I've been really sick all weekend. I'll spare the gory details. Suffice to say I was unable to do dick all until toni…
Just a small update today. Got in ~30 minutes last night. Health UI is working.
Motorbike tonight.
Also, I might regret this, but I was thinking about posting all of the code for this game and letting everyone pick it apart. See what you all think is terrible and could be improved.
Maybe I'll do th…
Some things came up preventing me from working on the project for a couple of days, but I was able to get my base AI, health and death working (mostly).
I've noticed a few unwanted behaviours caused by Unity's physics engine and my projectiles where they'll sometimes hit an enemy and ricochet in st…
So, here's my first entry on any dev blog ever. I find it hard to stay motivated in making my games, and to find the time, so I figure a regular journal will help quell that problem. Might as well give it a shot.
I've been making games for about 3 years, during which time I've published a whopping …