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Developer Journals

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Action/Adventure/JRPG/Platformer/Diabloesque RPG Prototype


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 Zombie Shooter (which was only about a week ago). So far,...
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Spellbound: November Update


The month of November has been another hard month to get through. December will be harder and I can't afford presents this year.  I have been making mediocre progress on integrating Oculus Rift + Oculus Touch with my game. I wish my pace of development was faster, but life happened and this was a high hurdle for me to overcome. Here is a short video...
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XPO Retrospective


Long time reader, first time journal poster here. This is regarding a game convention called XPO, where I showcased publicly for the first time an indie game I've been working on for the past three years. And more specifically, it's about the lessons I learned from it.  The game in question can be described as a fighting game with RPG elements and it...
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Weekly update


ISLAND GENERATOR http://i1.wp.com/floatlands.net/wp-content/uploads/2016/11/domen-koneski.png  I’ve been working hard on an island generator. We were using premade islands lately and when I spawned alot of islands already I’ve gotten bored of almost the same results. I’ve changed this so now the mesh/terrain of an island also gets manipulated by p...
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Open Feedback Request - Galaxy Combat Wargames Post Launch Thoughts


Hi Folks, Its been a long time since I talked here about my multiplayer online space shooter game Galaxy Combat Wargames. This free to play space shooter was released on 29th September, 2016 on Steam and today I shall discuss some of my thoughts regarding the experience so far and requesting an open feedback on this game to the wonderful community here....
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Rock of Ages 2: Bigger & Boulder - Navigation Cues


Navigating the battlefield Rock of Ages is a race to destroy the enemy castle gates (and then squishing the opponent's puny leader with your boulder), so it is important to design levels that are clear to navigate. http://uploads.gamedev5.net/gallery/album_1134/gallery_241356_1134_77726.jpg Worlds collide!  One innovation we brought to the le...
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Towards The Pantheon Devlog #13: Crops & Lore


It’s time for Towards The Pantheon’s 13th devlog! You can find previous ones at http://www.towardsthepantheon.com/index.php/development-history/ . Let's start the devlog off with some of Leandro's recent speed pixel art videos:  also been showing so...
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Character Animation Effects Director - Using Fork Particle


Fork Particle - The middleware for particle effects technology has introduced a very nifty feature in its particle effects system toolkit. It is called the character animation effects director. This will allow the vfx artists to play their character model right in the particle studio. The director mode will allow the artists to attach particle effects wit...
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Leaking, My Dear?


Hi friends! This week was candidly pretty rough. Like a lot of people around these parts, Wednesday and Thursday were both filled with a thousand-yard stare and unfortunately not a lot of good, honest work. I've made my peace, said what I had to say to friends and family, and it's time to roll up my sleeves and get back into Vidar . This week, we...
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Why Make This Game? Part 1


Why I Made This Game  As I mentioned before, World Boxing Manager is a heavily upgraded re-imagining of a game I made years ago called Kickboxing Manager. So why revisit a five-year-old game rather than making a new one from scratch? Kickboxing Manager  I originally created Kickboxing Manager because, at the time, I was heavily into kickb...
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KREEP, designing an update.


Hello everyone. As I mentioned last time, I decided to do a small update for Operation KREEP and to change the "scenery" a little, last week I took a little more than two days off from the development of Unified Theory and made it happen. Thankfully my estimations were correct and the updated builds are ready to be delivered to various stores (and...
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Planet Rendering


Something I've always been interested in is planet rendering. Although it's been done a few time in Unity already, I'm having a go at it. It's one of those complicated things that require you to be firing on all cylinders. Well, I'm not anywhere near close to anything yet, but after playing with noise generation, custom procedural geometry and custom shad...
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Different lights and crops


Hi,  Added a couple different light torches that can be used, these emit different coloured lights, looks ok, not perfect but for now with time running low I think it is pretty good.  Maybe in time the lights will emit more than others and shine brighter.  Also added crops and food to the outside land, these are randomly added depending on...
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Multiverse TCG tutorial: Game Zones & Parts of the Turn


Part 4 of our tutorial on how to play Multiverse: Cosmic Conquest is up! This time we explore all the zones in the game and what they do, as well as the progression of a turn. https://tokartsmedia.com/updates/item/189-how-to-play-multiverse-cosmic-conquest-part-4-game-zones-parts-of-the-turn  This is the perfect time to learn how to play the gam...
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Shop updates


Hi all, Spent some time yesterday doing updates to the shops, they now appear dark when closed and also have a nice light that comes on outside too.  Creatures passing the shops comment whether shop is open and if so, they may possibly go in - at the moment this is done randomly until I come up with some attributes for the creatures as to why...
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Weekly update


LOD, DRAW DISTANCE AND CULLING SYSTEM I’ve been working on some optimization already, making a flawless LOD, draw distance and culling system. There is still more work to be done, but for now I’m happy with the results regarding the performance. Here is a quick preview of what this system does, make note that the system can be adjusted – you can inc...
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Fork Particle Improves Its YouTube Channel


Hi Folks, I am delighted to announce that Fork Particle has improved its YouTube Channel to a greater degree. Now it is more categorized and clear as ever. We have created different playlists right in the main channel view through which the users will find it easy what they want to watch whether the newest uploads, tutorials, integration videos or video g...
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Journal Entry #6: More Stuff...


Hello, I don't know if it's just me but, whenever I am really tired I don't want to do any heavy coding because I'm afraid I'll mess something up, luckily I didn't mess anything up last night when I was coding but, I'll probably have to refine some things to make them look better. Last night I created a lever object and implemented that mostly i...
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Bad Trip


Hi friends! I'm writing this blog post as I'm still trying to digest the last of Thanksgiving dinner, several days after the fact. For those who celebrate, I hope you had a wonderful holiday! This past week, the nominees for Playcrafting's annual "Bit Awards" came out, and Vidar is nominated for Best PC/Console Game of the Year!! Which is really...
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Journal #7


I hope that everyone (at least in the US) had a good holiday. I took the week off from work and while I couldn't devote the entire time to working on my hobby code I was able to get a nice chunk of something done. First I took some code that I had written for my component system and generalized it a bit so that I could reuse it. I call it an 'instant...
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Space Vehicle


Here is my modeling a space vehicle journal entry. Some early Blender progress getting a rough idea out. http://uploads.gamedev5.net/gallery/album_983/gallery_193807_983_76460.jpg Then a little refinement. http://uploads.gamedev5.net/gallery/album_983/gallery_193807_983_22270.jpg Now, over to zBrush for the real fun. I like working in zBrush because I f...
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It's Done!


It's Done! Finally.   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 simply to complete an entire project, so I'll consider this a success .  I'm...
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New GameDev.net Skin


You may have noticed things look... different. It all started so innocent. We needed to update a couple things, and we did. But while we were doing that we thought, "oh, why not address this part too? And that part? And this other one?" Next thing you know we're feature creeping and the whole skin is getting a makeover along with some layout changes...
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Why Make This Game? Part 2


Continuing on from last week, this is the second part of a series in which I describe why I decided to remake an existing game instead of making a new one. Training  The Problem  The training in Kickboxing Manager was both far more complex and far more simple than that in World Boxing Manager. In theory, having different types of equipmen...
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Armies in my Civilizations Builder


New version of Civilizations Builder, out turn-based strategy available for Mobile, PC and Web is ready! http://3.bp.blogspot.com/-qJIyNDqLX8E/WC9DPpe77dI/AAAAAAAAF5A/kq0rZEIJ_VUQjPfV0RINTZCvqZYsP9TjwCK4B/s1600/Frame.png  Now you can: - expand your territory - gather army and conquer enemy lands - use soft power to influence other civilizations,...
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Rock of Ages 2: Bigger & Boulder - The Balloon Boulders!


http://uploads.gamedev5.net/gallery/album_1134/gallery_241356_1134_205856.jpg  The Balloon Boulders!  By now you may know that in Rock of Ages II different boulders have different attributes, and you can choose unique ones to play in your matches.  Today we will talk about the Balloon Boulders... http://uploads.gamedev5.net/gallery/al...
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The Beginning


Hello World! But I am not a programmer..   In September I decided that I want to do more with my life which mainly consisted of "waking up right on time > shower and brushing teeth > run off to work > breakfast and lunch somewhere along the way > head back home > play games > sleep." Yes, it really sounds like I was living t...
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I made an ollie!


One of the levels I've been working on requires you to use a skateboard. Allthough in the level you just have to ride the skate through ramps and jumps (hard enough), for this screenshot saturday I decided to invest a little bit of time trying to see if I could make the character perform an ollie on the flat ground. It took quite some time (30 m...
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Isometric RPG devlog #2


After a maybe 6-8 days working on the character animation and gear system I finally finished it. I animated the character's limbs via code by rotating them/etc and not with drawing each frame separately to save time, although it is not a traditional retro-style animation method. This way I can have any sort of armor/weapon/gear on the character by only dr...
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Normal Mapping


Just a quick one to show that I am working hard on a big update to 3D Paint. Although for myself I only currently needed diffuse painting and rendering, it become clear to me it would be more useful for others if I could integrate some multi-channel painting. So since the last release I have switched to a later OpenGL and reworked the main viewport to use...
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Towards The Pantheon Devlog #12: Turntables, KAOSS, and camping


It’s time for Towards The Pantheon’s 12th devlog! You can find previous ones at http://www.connorlinning.com/ttp .  Last week I took a break from writing devlogs so let's jump in to some of the progress we want to share from the past two weeks. Leandro has released two speed pixel art videos showing his work on our forest areas and main character spr...
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GrindQuest - Devlog 2: Player Towns & Buildings


GrindQuest - Devlog 2: Player Towns & Buildings  Every RPG requires a town - or at least a shop - to serve as a safe haven to the players. While full fledged AAA RPGs feature several towns with uncountable shops and NPCs, most mobile/casual games only provide one or more shop interfaces. There is a reason to this, as detailled, sprawling cities a...
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Bow and Arrow beginnings [updated]


I've been working a little bit on the view mode with the bow this week. Not spent a lot of time on it but Saturday morning seems to be a good time to update my journal since I have an hour to work on the game and can't really get into anything else properly, so we are only about half-way through this. This is the camera view with the bow attached to...


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