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Developer Journals


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Spellbound Game Play Video


I created a 10 minute game play video of Spellbound this afternoon and thought I'd share with everyone. This is played in a room scale environment on the HTC Vive and features a locomotion system I invented. Have a look   https://www.youtube.com/watch?v=D2o3lGjqYT0
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First Journal, Project Announced


Welcome to my journal. Don't want to spend all day typing instead of working. I've been doing small hobby projects here and there that always seem to fail via burnout and overall lack of motivation. I think I've had 10 different game projects over 10 years now. I'm really pushing to see a project through to the end and starting some form of game comp...
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3D Painting App


Frustrated with the clunky support for 3d painting in blender, I've been looking for alternatives. I couldn't get Mari and some others to even run on my lowly PC (intel HD graphics 3000! ). So in typical 'do everything yourself' style , I decided to knock something up myself. After all I'm not after anything groundbreaking, just something...
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Major Update


After weeks of hard work, we present to you the new and shinier version of Epistory. You spoke and we listened. We understand it would have been better for most of you to receive the update in chunks over the weeks but given the amount of changes it was a lot easier for us to handle one big transition to the new version instead of several small incrementa...
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Why iOS's New App Store Subscription Revenue Model is Great News for Indie Developers?


Original Post at: jordabonser.com​  A pre-WWDC announcement has been made by Apple to inform of a new app store revenue model, but how does this effect indie developers?  The New Revenue Model This new model is an extremely positive change for both developers and users if done properly. The model allows for subscription based revenue with th...
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Losing the Training Wheels: Some thoughts on moving from D3D11 to D3D12 – Part 1


Note: This article was originally posted on my blog , go check it out! Also, the article editor might have eaten some of my formatting, my apologies for that. LOSING THE TRAINING WHEELS: SOME THOUGHTS ON MOVING FROM D3D11 TO D3D12 – PART 1  A new generation of graphics APIs has been released into the wild. With it come promises of improved perfo...
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NASA's Blend4Web-Powered Project Won a Webby Award!


It seems though the story of Experience Curiosity , a Blend4Web-powered simulator developed by NASA, is not quite over. This interactive web application featuring the famous Mars rover was nominated for the highly prestigious Webby Award (aka Internet Oscar) granted to the most exemplary online projects of the year.  After a preliminary stage of...
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Shadow Mapping Part 5 PCSS


It’s been a while since my last post. I’ve been busy with the university and stuff and couldn’t make much time to work on my journal, though I’ve tried a lot of new things, so I decided to share some of them with you guys.  If you don’t know what PCSS (Percentage-closer Soft Shadows) is, it’s a technique NVidia came up with to generated soft shadows...
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I don't have a title


Greetings and salutations  It seams i've spent my dev time working with replication in UE4. It is suprisingly easy so far, You mostly have to set variables and functions to be replicated (and wheather they are to be done reliable and are to run on the server, client, multicast). I will still think and ponder on my issue with coming up and desi...
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Steam Summer Sale


Greetings all, If you haven't checked out our games before now is a great time. Steam is hosting its annual Summer Sale and both of our games on Steam are 85% off! At just over $1 you can't beat it. Check them out if you like adventure and good times. The Lost City of Malathedra STATIC: Investigator Training
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Long time no post


I got sidetracked by life for a while. Then I tried to integrate google play services for the leaderboard and somehow broke my Unity project. (Fun times) That kind of killed my drive. That and adding sounds, I found to be mind numbing. I don't like the sounds I have now, I find the saw noise to be too grating on the ears. Anyway, here's a update...
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Update


I was going to hold off until I was done most of the components of my game engine, if you can call it a game engine, but am too excited to wait as it will be another year at least. The big 5: -** Just finished geometry grouping and am able to render a world of over 800,000 faces seamlessly. no performance loss, 60 fps. ** - currently working on upda...
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Enemy Variants, Palette Swap in Photoshop for Pixel Art


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 game from the very start, without any real signif...
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Some new artwork


I had to put the game on hold for the last 6 months, because I've been too busy working, but now I'm back on the game full time. Last week I started on the 2D artwork. These are some dialogs for the game's story line. http://astronautz.com/MercTactics/blog/girlDialog.jpg http://astronautz.com/MercTactics/blog/baldyDialog.jpg
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Cool Bug


I've been mucking around with Temple of the Abyssal Winds lately, fixing minor issues and such. While doing this, I found a cool bug worthy of sharing.  http://uploads.gamedev5.net/gallery/album_495/gallery_98001_495_100394.jpg   The bug is, cast an attribute buffing spell on the main character, say "Strength". This should work if you drink a po...
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Status report 6-15-2016


status report 6-15-2016 the game is really coming along. its now complete, stable, and appealing enough that i've started playing it just for fun, instead of playing store bought games i own. "resource tracking on a per resource basis" and "lack of variety in diet affecting mood" have really made gathering and preparing food more realistic, challengi...
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Liquify and Image warping


As a first go at a journal entry, just a simple topic: For a feature for my little 3d painting app, I wanted to be able to warp source images to make them fit better onto 3d models. Never having done image warping before I quickly came to what I presume is the basis for how most people do it... For a given source image, I created a corresponding si...
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SpellCraft update and adventure mode


Hello! It has only been two weeks since my last entry but I wanted to show my progress and talk about adventure mode so here I am again. So what is new: - using libgdx ViewPort so now it should run on all devices with a screen size of at least 800x480 - screen backgrounds - creature graphics: removed the ugly magenta placeholder color - GUI improveme...
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MMO: Spectrum Of Design - Part 3 Does This Rollercoaster Have Sand?


Spectrum Of Design a blog series by sunandshadow aka Mare Kuntz   Blog #3: Does This Rollercoaster Have Sand? (Themeparks, Sandboxes, and Sandparks)  Themeparks and Sandboxes represent two different philosophies about what a gameplay experience should be like. Themeparks are concerned with giving players a well-paced, story-rich experience. T...
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KREEP, birthday.


Hello there! Small update but big announcement this time ! Operation KREEP is one years old and it is available on Steam! Here it is, its Steam store page in its full glory: http://store.steampowered.com/app/446050/  Technically speaking, it is a tad bit older than one year. I wrote the first draft of the design doc in 2015. May 22. and t...
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Game Code Issues


We have reached a halting point. We need your help now. Please help us fix the broken code. Check out the latest post on this forum.  http://www.gamedev.net/topic/679255-parkour-game/
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Priorities Schmiorities


We are off to a good start, or shall I say, restart. From a development perspective, things are going very well. I have managed to make the small3d game engine build on Windows and Linux (Debian), just a few days after I had written about focusing on OSX development and not knowing when I would have the time to produce the other builds.  From a blo...
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The Grand List Of Console Role Playing Game Clichés


The Grand List Of Console Role Playing Game Clichés from  http://project-apollo.net/text/rpg.html   There are few people who love a good console RPG more than I. Games like Final Fantasy , Grandia , and Skies of Arcadia set a standard of majesty and wonder and immersion that American game designers are challenged to match. And yet, as I p...
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Merpocolypse Entry 1: Intro and to do list.


Apocalypse is a video game I am creating through the past help of kickstarter and birthday money.  The game centers around Mertopia as it goes through the crisis of a zombie plague. Though not directly aimed at them the game is pretty kid friendly. And I've made a lot of progress on it do to throwing myself into my work (this is do to personal circu...
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Spellbound: May Update


I think for this month, I'm going to do something different and spend less time chatting about backend details and more time showing off some of my work in progress screen shots. Enjoy! Sunset. It probably won't make the final cut, but I like the colors and tone this creates. http://spellboundvr.com/Images/Sunset.jpg  Water Puzzle: Players hav...
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Seven Tides has kicked off!


Hey guys, Really please to announce we have now a great team in place to kick this off. After a lot of tweaking around and prototyping from the devs we can now kick this project off properly. The team structure: 1x Game Designer 2x Developer 2x 3D Artists 1x Music Producer You will be hearing from us soon with updates!
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Behind The Scenes of Fran Bow


The last development update video of Fran Bow!   Do you also like to see the raw behind the scenes footage of cool movies, games, artists or anything you liked? Because we love those! Especially the ones where they show a normal average day of doing stuff, where we get to see behind the fancy curtains you normally see. Well, if you do, then you will...
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Vision Mobile: If There Were 100 Developers in the World


Have you ever asked yourselves what would the world be like if there were only 100 developers in it? Well even if you haven’t, we are sure we have just made you think about it. Based on our Developer Economics survey that reaches 30,000+ devs per year, across mobile, IoT, cloud, desktop, AR/VR, machine...


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