Developer Blogs
It has been nearly three months since the last to-do list was created. It really is hard to say if it has been such a long journey because of holidays or if I am just getting bogged down. I have, all of a sudden, found it harder to wake up super early, and I am not sure if it is due to being tired …
Hoops is a free “Hyper-casual” game that you can find on the Google Play Store. It is an endless running style game. Easy yet fun to play. Hoops is made for anyone to play at any time. When you are really bored or waiting in a long queue, Hoops is there for you.
Playing Hoops is really simple, …
Original Version: https://www.valkogames.com/labyrinthine-dev-blog-6/
Welcome to devblog six! Thanks for being patient guys on this one guys. Devblog #5 spanned 2 weeks due to the previous week having some internal problems that slowed development. That’s the reason this blog is out today rather tha…
Hello and welcome to this weeks Dev Diary!
The last week went mostly by studying topics related to the project development - here is the short summary;
- Studied coding practices and methods, mainly C# related. One interesting sample; Unity Pattern: Stateless Scenes
- Planned some music styles and transit…
So I’ve been experimenting a lot lately with rendering lines on the ground, for the map in strategy and tactics games. Last post I already had this effect working for a square grid, but it wouldn’t work for hex grids because it was dependent on drawing pixels to match the grid. I ended …
- the article presents how ordering mesh data can influence rendering performance
- compares different algorithms developed for this purpose
- the primary focus is on how to train these algorithms using machine learning techniques
- analyzes the results of dif…
The Accursed Crown of the Giant King is an old school role-playing game, single player, party based. It will be released in 2020 for Windows, Mac, and iOS. ACotGK is by Merry Prankster Games, and you can get more information at https://prankster.com/acotgk.
This video demonstrates the party defe…
Unity does not provide much direction on how to transfer game state between scenes. Some community suggestions are singletons, static variables or DontDestroyOnLoad. But these have other effects that you might not want. Here, I will share a pattern inspired by functional programming I call Stateles…
Here are the current actoins of The Warmaster with the medals. Created in Clip Studio
Original post blogged on Rank: Warmaster Dev Blog.
Welcome to our thirty-ninth blog post!
Before we begin, we would like to announce we’ll be working on launching a Kickstarter campaign soon, so please look forward to it!
Our last posts consisted of us going over Status Effect variables. In this one, we just have a few remaining variables to discuss,…
Hello and welcome to this weeks Dev Diary - the Summary Edition!
I have decided to use summaries in this Dev Diary for the time being, in order to concentrate more on research, project planning and creation and less on writing about it, until I have something more major to update. My aim is to do at…
Another week has passed and more progress has been made.
I ended the last dev log on the fact that the character creation process worked but was pretty rough. I'm happy to report that has been fixed. Upon account creation, the server now assigns a new character token automatically to the player acco…
▼ Watch the Devlog on YouTube ▼
▲ Watch the Devlog on YouTube ▲
Hey everyone!
I recently started the development of N.E.S.T, an action-packed, looter-shooter mobile game, and have been logging the progress through videos on YouTube every week!
You can view the full playlist here.
I would …
No, I swear, we are still alive. With the holidays, birthdays, november and december just flew by.
The october post with a to-do list has been slowly been getting eaten away. Right now, for that near three month old post, I have audio, message system, and disasters left. And of course, a handful…
No video this week; I’m in the middle of a big update of Annun City, the main town in Chapter 2 of the Accursed Crown of the Giant King. I like to make videos as part of testing an area, and the area has been in flux all week.
So in lieu of a video, here’s an in-progress screenshop o…
Original Version : https://www.valkogames.com/labyrinthine-dev-blog-5/
Welcome to our fifth installment to the devblog series. First off, apologies are in order! We had to delay our meetings due to unforseen events which in turn led to late discussions on the devblog and further delays due to availa…
It's been a quick week.
The milestone for the month was to create an account login system that stored character and item data, and be able to retrieve that data through the client.
I'm happy to report that the first major hurdle has been crossed. Albeit roughly.
As it stands now, the user can start th…
Some points that were pending.
The format of the octree can be multilevel, keeping, instead of the color, the address of the octree that follows it, and if the octree that continues is the same, then it will be infinitely recursive, get to do a test of this and it worked.
In the first versions of thi…
Hey folks,
Grime & Gaslight is finally published. I can´t express how excited and happy I am. A year of development went by and here we are: 3 mounth later then my goal was, but hey… it´s ok.
If you are interesting in G&G´s gameplay, you can watch here how the story mode is like (there …
After a malevolent cult enjoyed a continueing growth of popularity, it became a threat to all people who did not share their philosophy. In 1845, the cult had taken control by force over several city districts or even whole villages throughout Great Britain. Now, a priest is declared to sneak…
Among the data that are prepared before rasterizing are the masks in X and Y for each coordinate, the limits in X and Y the shortest length and the distance from the origin to the child rectangle, array of sums.
This algorithm traverse the rectangle that the cube occupies and calculates for each poi…
In the previous version of this algorithm, the way to level down in the octree was to maintain the arrangement of sums and masks for each level, calculating these numbers by dividing by 2.
In the current version there was an improvement in this aspect, instead of calculating for each level these val…