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Follow the development of 'Wicked Lair' - A dungeon builder / tower defense Hybrid

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A mighty Creature wishes to establish it's Lair

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[font=arial]It's been a bit longer than usual, i blame me trying to keep my release deadline and hence not finding the time to write one of these sooner. In this Journal entry i want to talk about another Wicked Lair mechanic that adds some flavor to the Gameplay. Boss Encounters. What fun would building a dungeon be if there were no powerful creatures that would seek to establish their home in your domain. Not much, so Wicked Lair totally has that.[/font] [/font][/color]
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[font=arial]While the tweaking of this is still very much a work in progress, the idea is that the deeper you build your dungeon the more likely it is that there will be a powerful creature wanting to come setup it's living room on one of your floors. For release i intend that every different dungeon theme (12 total) comes with at least one boss encounter. After that it should be easy to add in more additional bosses as DLC, which will hopefully end up in a very diverse pool of possible boss encounters for you to experience while playing the game.[/font] [/font][/color]
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[font=arial]How mighty is it [/font][/font][/color]
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[font=arial]Boss units are supposed to be mighty creatures with powerful and unique abilities. They are not limited to be offensive creatures, but can be any of the previously described creature arch types. Just stronger. [/font] [font=arial]Yet to put it in perspective i'd put their strength at about 3-4 times that of a normal creature of the same level, although all that is still being tuned at this point.[/font][/font][/color]
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[font=arial]Decisions [/font][/font][/color]
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[font=arial]When a boss creature pokes you that it wants to be part of your dungeon it does not mean you are required to accept, you may tell it to get lost. Now, "why would you ever do that?" you may ask. For strategic reasons! The floor chosen by the boss creature is random and there can only be a limited amount of boss creatures in your dungeon at any time. So if your dungeon is already 8 floors deep and some dude wants come rock it on the first level floor it may be more useful to tell him to go away and wait for the next one,[/font] [/font][/color]
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[font=arial]Thoughts on Balance. [/font][/font][/color]
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[font=arial]Since boss creatures are so strong it is important to counteract that strength somewhat, right now i am doing that by limiting the total amount of bosses alive at a given time relative to how many floors there are. So for example the limit might be 1 boss per 5 floors. Which means that in a non-survival-mode game (10 floors maximum) you'd at most see 2 bosses alive at the same time. In addition to that, bosses don't respawn like other creatures, meaning that a defeated boss will be removed until it decides to establish it's lair again later on. We will see if this needs further adjusting, but during play testing so far it seems sufficient, and has the nice side effect of making boss encounters rare, as they should be.[/font] [/font][/color]
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[font=arial]Enough talk, Showcase plx. [/font][/font][/color]
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[font=arial]I want to end this, as always, by showing some examples of currently implemented boss creatures.[/font] [/font][/color]
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[font=arial]First we have "Nightblade" of the Bandit Camp (Bandits) dungeon theme. He is a rogue of the worst kind. A melee defender and his speciality (besides hitting annoyingly hard) is that he can jump to his target. This is big, if you read my post about creature types, normal defenders are stationary and can't move, meaning any ranged hero will take them out if they are not backed up by a creature with a ranged attack. Not this guy tho tho, watch him leap and make short work of the warrior.[/font] [/font][/color]
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[font=arial]Second there is "Dreadcharger" of the Pit (Demons) dungeon theme. A Horse with a fiery mane he is of the invader creature type, meaning he runs into town and does a bunch of damage, but since he is supposed to be kinda powerful he also sets fire to any heroes he passes on the way, making them flee as they are ablaze. Also, animating horses is ha[/font] [font=arial]rd, so take it easy on me![/font][/font][/color]
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[font=arial]Finally we end with "Harrock the Greedy" of the Warclans (Orcs & Goblins theme) dungeon theme. He is of the plunderer type, meaning instead of defending he runs into town and steals some loot. Relative to normal creature plunderers he can carry about 3 times as much, has a lot more health (eg. its much harder for heroes to stop him from getting to town and back) and on top of that he cannot be stunned.[/font] [/font][/color]
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[font=arial]Come along, Samwise. [/font][/font][/color]
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[font=arial]If you like checking WIP screenshots and videos and follow development as it happens go check out the game's twitter and facebook, as i post to those daily! [/font][/font][/color]
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[font=arial]Twitter: https://www.twitter.com/wickedlair
Website: http://www.wickedlair.com
Facebook: https://www.facebook.com/wickedlair[/font] [/font][/color]

iamvegu

iamvegu

 

For a Fistful of Virtual Moneys

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[font=arial]Man, the past few days have been killing me, i just now finished the 5th floor theme - "Mage Tower" - and it took much longer than i anticipated. Initially i was going to make a journal about wtf happened there, but i don't even want to talk about it right now, so that will have to wait til next time. I know i am a tease. Also its 3:33AM as i write this, and i am high on caffeine and giddy as a cat eating a bucket of catnip, so i apologize if this isn't that coherent.[/font] [/font][/color]
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[font=arial]It makes the world go round. [/font][/font][/color]
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[font=arial]So, my projected release date of "sometime between Novemeber 1st and November one hundred eleventy" draws ever closer and i am scrambling to get the game to BETA by the end of September. With the game progressing ahead there comes also the decision on how to monetize it.[/font] [font=arial]The game is being built with expansion content in mind, in other words it'll be super easy to add / sell new floor themes, heroes, boss encounters etc. So on that front i am good.[/font][/font][/color]
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[font=arial]The question that is hanging at the back of my mind, nagging me to no end, is whether or not i want to do what everybody else is doing in this industry and also sell some form of in game currency. [/font] [font=arial]My initial reaction to the thought is "Ugh..." followed be a "Meh.". [/font][font=arial]On one hand it seems like i have my bases covered with the content ill be able to provide as after release DLC down the line. [/font][/font][/color]
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[font=arial]That feels good [/font][font=arial] to me. On the other hand, by not doing the ingame currency sale dance it feels like i am leaving a pile of money on the table, according to the general consensus anyways. Combine that with the fact that as someone just starting out , every cent will count, and i am facing a bit of a dilemma. [/font][font=arial]Personally, i hate the idea of selling currency, i hate it when other games do it, and i hate the thought of doing it myself. There is no question in my mind, that unless you are very very clever about it, it absolutely messes with gameplay, and brings up the whole issue of tuning the game around people buying that currency as well.[/font][/font][/color]
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[font=arial]However i also realize, taking my obvious dislike into account, that i am looking at this whole thing with a very BIASED opinion. So i have an issue with peddling crystals. Does it necessarily mean that the majority thinks the same way ? Probably not, considering the amount of money that kind of strategy brings into this industry.[/font] [/font][/color]
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[font=arial]Anyways, i have a bit of time yet to decide on this, but i was wondering what you people think of this issue and how you approach it. Am i overthinking it? Are people getting tired of buying crystals in every free game they download? It seems to me like they should. [/font] [/font][/color]
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[font=arial]Thanks for taking the time to read, and respond (if you do), here is a sneak peek at the Mage Tower Dungeon Theme: [/font][/font][/color]
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iamvegu

iamvegu

 

Magical Incantations

[color=rgb(51,51,51)][font=arial]I finished all the spell icon graphics this week, making the spell casting system probably the most completed part of my game so far, so i figured now is a good time to talk about it.[/font][/color]
[color=rgb(51,51,51)][font=Georgia] [font=arial][/font] [/font][/color]

[color=rgb(51,51,51)][font=Georgia][font=arial]Another tactical layer[/font] [/font][/color]

[color=rgb(51,51,51)][font=Georgia][font=arial]When planning out the game it became clear to me fairly quickly that in addition to the core creature / tower defense / dungeon building gameplay i wanted another layer to spice it up a little. [/font] [font=arial]In many tower defense games you get sometimes rare/not so rare items / abilities you can use to help turn the battle in your favor (such as bombs, mines, dynamite)[/font][/font][/color]

[color=rgb(51,51,51)][font=Georgia][font=arial]I liked the idea of that but wanted something a bit more in depth and tactical and also more fitting with the RPG / Fantasy theme i was going for.[/font] [/font][/color]
[color=rgb(51,51,51)][font=Georgia][font=arial]Spellcasting was the obvious way to go. It gave me two more resources to add to the resource game and allowed me to give the player one more choice in setting up their game by making them - over the course of the game as they level up - select 4 spells out of a spell pool of 12.[/font] [/font][/color]

[font=arial][color=rgb(51,51,51)]Looking towards Azeroth[/color][/font]

[color=rgb(51,51,51)][font=Georgia][font=arial]The player's level is tied to how deep their dungeon is +1 (for the lair), so a dungeon with 1 constructed floors would put the player at level 2.[/font] [/font][/color]
[color=rgb(51,51,51)][font=Georgia][font=arial]New spells are then chosen at level 2, 4, 8 and 10. [/font] [font=arial]As i mentioned he selects from a pool of 12 spells total, 3 spells at each spell tier with each of the 3 spells belonging to a distinct spell group. [/font][font=arial]The 3 distinct spell groups are[/font][/font][/color]
[font=arial]Alteration - Heals, Buffs, Debuffs[/font]
[font=arial]Destruction - Damage[/font]
[font=arial]Summoning - Summon lair guardians and raise spells[/font]

[color=rgb(51,51,51)][font=Georgia][font=arial]This system is fairly identical to the revamped talent system in World of Warcraft (as it was at the launch of MoP - i havent played in a while so it might have changed again). [/font] [font=arial]Ironically i wasn't the biggest fan of how much they simplified it for WoW, but i think doing it that way works rather nicely here in a casually targeted mobile game.[/font][/font][/color]

[color=rgb(51,51,51)][font=Georgia][font=arial]Spawn More Overlords[/font] [/font][/color]

[color=rgb(51,51,51)][font=Georgia][font=arial]In Wicked Lair casting a spell costs mana and chaos crystals. Depending on the spell it might cost either mana or N crystals or a combination of both. [/font] [font=arial]Mana is earned by gatherer creatures that collect mana and deliver it to the lair. [/font][font=arial]Crystals are dropped by slain high level heroes and your boss creatures should they perish. [/font][font=arial]Only the most powerful tier spells cost crystals to cast. This was done simply to add another tactical element to the game. Crystals will be rare, so you will want to consider whether you want to cast that powerful AE spells now or later.[/font][/font][/color]

[color=rgb(51,51,51)][font=Georgia][font=arial]Nifty Spells [/font][/font][/color]

[color=rgb(51,51,51)][font=arial]I worked on the spell system fairly early in the game (2 weeks in maybe?) and all the spells are already implemented by now - they need some polishing, but the logic and behaviours are all there. Obviously things can still change, game being in alpha and what not.[/font][/color]
[color=rgb(51,51,51)][font=Georgia][font=arial]Let's take a look of what kind of spells there are available at your cruel fingertips.[/font] [/font][/color]

[color=rgb(51,51,51)][font=Georgia][font=arial]Alteration[/font] [/font][/color]

[color=rgb(51,51,51)][font=Georgia][font=arial]Alterations spells are your buff / debuff line of spells, a good example here is the Infuse Power spell. Infuse Power targets an entire floor and buffs the attack rating of all of your creatures on that floor for 1 minute. It costs 20 mana and you can stack its effect meaning if you are full (100) mana you can cast it 5 times giving every creature on the targeted floor +5 ATK for 1 minute, which is fairly significant. Another example is the Entangle spell, a spell that temporarily slows the movement speed of every hero on a floor.[/font] [/font][/color]

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[color=rgb(51,51,51)][font=Georgia][font=arial]Destruction[/font] [/font][/color]

[color=rgb(51,51,51)][font=Georgia][font=arial]Destruction spells are single-target and area-of-effect based damage spells. There is Fireball which is a powerful projectile spell that hits up to two heroes for a fair amount of damage. In this case i want to showcase the Thunderclap.[/font] [/font][/color]
[color=rgb(51,51,51)][font=Georgia][font=arial]Thunderclap is an AoE spell, targeting an entire floor that cast lightning strikes down on any heroes on the floor that do some damage and stun each target for 6 seconds. I like how the lightning strike effect came out in the end which is why i am going to parade it in front of you here .[/font] [/font][/color]

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[color=rgb(51,51,51)][font=Georgia][font=arial]Summoning[/font] [/font][/color]

[color=rgb(51,51,51)][font=Georgia][font=arial]Finally, the summoning spell group. It is not possible for the player to create creatures on the Lair floor (Thats the floor where your main bad guy resides) with the exception of summoning spells. You may, for example, summon a Lidless Guardian who is a ranged defender that looks gross, and is fairly strong.[/font] [/font][/color]

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[color=rgb(51,51,51)][font=Georgia][font=arial]This is getting to be a rather long post, so i will end it here, as i think this should be enough to paint you a picture, thanks for reading! Also i want to thank whomever is responsible for flagging this journal as featured Good to know somebody thinks this stuff is worth reading![/font] [/font][/color]

[color=rgb(51,51,51)][font=Georgia][font=arial]vegu out[/font] [/font][/color]

[font=arial][color=rgb(51,51,51)]Follow Progress[/color][/font]

If you like checking WIP screenshots and videos and follow development as it happens go check out the game's twitter and facebook, as i post to those daily!

Twitter: https://www.twitter.com/wickedlair
Facebook: https://www.facebook.com/wickedlair
Website: http://www.wickedlair.com

iamvegu

iamvegu

 

Creatures and Stats

[color=rgb(51,51,51)][font=Georgia] [font=arial]Let's talk about creatures and creature types shall we.[/font] [/font][/color]

[color=rgb(51,51,51)][font=Georgia][font=arial]In the beginning i set myself a goal to keep the overarching design of the creatures very streamlined, their core behaviour being defined by the major creature archetype they belong to. Then under that i felt ok to give each creature its own unique feel / behaviour. That was another thing i wanted to make sure of, each creature in the game should be able to do something unique. To keep it simple on the surface that meant maybe a handful of different creature archetypes and a set of simplified stats to describe their strengths and weaknesses.[/font] [/font][/color]

[color=rgb(51,51,51)][font=Georgia][font=arial]Initially i started out with 4 Creature Types:[/font] [/font][/color]
[font=arial]Defender: Melee - a stationary defender that waits for the hero to walk into them before attacking[/font]
[font=arial]Defender: Range - a stationary defender that waits for the hero to walk into their range and then plinks away at them[/font]
[font=arial]Plunderer - a creature that walks into town , does some damage, and then delivers some loot to the lair[/font]
[font=arial]Gatherer - a creature that gathers some mana/gold/health and delivers it to the lair[/font]

[color=rgb(51,51,51)][font=Georgia][font=arial]During first month of development, two more types managed to sneak in[/font] [/font][/color]
[font=arial]Invader - a creature that walks into town and does a significant amount of damage[/font]
[font=arial]Patrol - a creature that patrols the dungeon between its spawn point and the top floor and will attack any heroes it runs into - it can be ranged attacker or melee[/font]

[color=rgb(51,51,51)][font=Georgia][font=arial]So that left me with 6 major creature types, and i am happy with that list, i dont think i want to add any more to it.[/font] [/font][/color]

[font=arial]Mmmm, Math.[/font]

[color=rgb(51,51,51)][font=Georgia][font=arial]So in order to describe their strengths and weaknesses some stats needed to be defined. Again the goal here was to keep it simple. Stats that every gamer is already aware of and keep the numbers small. [/font] [font=arial]As of right now these are the creature stats:[/font][/font][/color]
[font=arial]ATTACK - defines melee / range attack base damage (1 = weak, 20 = epic)[/font]
[font=arial]HEALTH - defines how much damage the creature can take (1 = weak, 40 = epic)[/font]
[font=arial]SPEED - defines the movement speed of the creature (1 = slow, 5 = super fast)[/font]
[font=arial]RANGE - only relevant for ranged attackers, defines their attack range (1=close, 3=far)[/font]
[font=arial]CAPACITY - only relevant for creatures that carry stuff, defines how much they can carry (1=little,5=a lot)[/font]

[color=rgb(51,51,51)][font=Georgia][font=arial]The health and attack stats scale with the creature level, but will always be displayed to the player as their base values. [/font] [font=arial]So for example a creature with 5 base hp spawned on the first level floor has a total health value of 5. [/font][font=arial]A creature with 5 base hp spawned at the fifth level floor has a value of 25.[/font][/font][/color]

[font=arial]Some Variety[/font]

[color=rgb(51,51,51)][font=Georgia][font=arial]So taking the 6 archetypes and mixing them with unique creature abilities i am able to do some cool stuff. For example the Skeleton Warrior creature is a melee defender, and he has a unique shield block ability that blocks the next melee attack.[/font] [/font][/color]

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[color=rgb(51,51,51)][font=Georgia][font=arial]Or the Skeleton archer which is a ranged defender that at the highest upgrade level starts shooting fire arrows that may set the target on fire.[/font] [/font][/color]

[color=rgb(51,51,51)][font=Georgia][font=arial][/font] [/font][/color]

[color=rgb(51,51,51)][font=Georgia][font=arial]Or the Succubus of the Pit floor who is a ranged defender, that casts a magic missile that has a chance to seduce the target it hits making it temporarily fight for you.[/font] [/font][/color]

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[color=rgb(51,51,51)][font=Georgia][font=arial]And that's just the start, i am super excited for the possibilities.[/font] [/font][/color]

If you like checking WIP screenshots and videos and follow development as it happens go check out the game's twitter and facebook, as i post to those daily!

Twitter: https://www.twitter.com/wickedlair
Facebook: https://www.facebook.com/wickedlair

iamvegu

iamvegu

 

To Lay A Trap

[font=arial][color=rgb(51,51,51)]Since i've been actively developing Wicked Lair for 1 and a half months now it seems like i have some catching up to do on the dev journaling part of it.[/color]

[color=rgb(51,51,51)]I want to start by discussing one of the core mechanics of the game: Traps. In Wicked Lair traps are sort of like static creatures, and in that sense they also take up one creature spawn plot.[/color]

[color=rgb(51,51,51)]Once a trap is built it is ready to spring on the next unsuspecting hero to pass by it. Traps are triggered - unsurprisingly - by heroes walking over/into them, right now this always happens, but i have plans to mix it up a little, more on that further down. When a trap is sprung it sets in motion an event or a series of events. That could be as simple as dealing damage to the hero or something much more intricate.[/color]

[color=rgb(51,51,51)]After that, the trap is deactivated until it resets, how long a trap takes to reset depends on it's strength. Right now traps cannot be destroyed, but are expensive to build and there is a limit of 1 trap per floor. All of this is of course subject to change as balance demands.[/color]

[color=rgb(51,51,51)]Trap Memory[/color]

[color=rgb(51,51,51)]I intend Traps to be fairly strong, they are expensive and they should be fun to use/see in action. For example on the catacombs floor we have the "Swinging Axe" trap that swings from the ceiling and pretty much gibs the hero that triggered it.[/color][/font]



[font=arial][color=rgb(51,51,51)]It has a reset time of 2 minutes, but even with that fairly long cooldown in place it still seems a bit overpowered. In order to combat this issue i've been playing with the idea of having the heroes develop a trap-memory of sorts. Meaning over time they will start to remember traps they or their companions (as long as in line of sight) have triggered. When a hero then remembers a trap that they walked into before, they will sneak around it.[/color]

[color=rgb(51,51,51)]Furthermore, they could even communicate it to the other heroes, which then may or may not heed their warning.[/color]

[color=rgb(51,51,51)]Ok maybe i am going a bit over top here, but its definitely something thats been on my mind![/color]

[color=rgb(51,51,51)]Support Structures - Or Friendly Traps[/color]

[color=rgb(51,51,51)]Based on the same system as the trap system i plan to make friendly mechanisms as well. For example the floor theme i am currently working on - Growth, a deep forest - has a support structure called Tree of Life. As with traps, it's effect is triggered by an actor moving past it, just that in this case it responds to friendly creatures instead of enemies (heroes).[/color]

[color=rgb(51,51,51)]Facebook: https://www.facebook.com/wickedlair[/color]
[color=rgb(51,51,51)]Twitter: https://www.twitter.com/wickedlair[/color]
Website: http://www.wickedlair.com[/font]

iamvegu

iamvegu

 

A Wicked what now?

[font=arial]Introduction[/font][color=rgb(0,0,0)][font='lucida grande']
[font=arial]HI gdnet people![/font] [/font][/color]
[color=rgb(0,0,0)][font='lucida grande']
[font=arial]Wicked Lair is the project i have been working on for about a month and a half now, its my take on a Dungeon Builder / Tower Defense mashup. [/font][font=arial]The goal in the game is to build out your dungeon going deeper and deeper, and spawning units to defeat the heroes that are constantly trying to raid your Lair and slay you (for the phat lewts?)[/font] [/font][/color]
[color=rgb(0,0,0)][font='lucida grande']
[font=arial]In addition to defending yourself, you will also need to send Invading units into town to try to destroy it. [/font][font=arial]Destroy the town before the heroes take down your main guy and you win the game. [/font][font=arial]When building out your dungeon - vertically downwards - you will be able to chose from 12 distinct themes that all have a different focus and different kinds of creatures that you can spawn into them. Some themes may focus on defense, others on invasion or gathering resources, others again might strike a balance.[/font] [/font][/color]
[color=rgb(0,0,0)][font='lucida grande']
[font=arial]You may mix multiple themes in your dungeon as you please, hopefully coming up with some fun combinations that augment each other. [/font][font=arial]Each floor may hold three creature spawn and each creature may be upgraded twice to a stronger version of itself with not only higher stats but sometimes new abilities as well. [/font][font=arial]If you build deep enough you may even attract boss encounters to set up their lair on one of your floors.[/font] [/font][/color]
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[font=arial]Then there was spellcasting too.[/font] [/font][/color]
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[font=arial]In addition to the creature aspect of the game your main guy will be able to chose from a range of spells to help turn the battle in your favor. Buff your creatures, deal area damage - that kind of stuff. In order to cast spells you will need mana though, which is gotten through creature gathers and some dungeon-theme specific mechanics[/font] [/font][/color]
[color=rgb(0,0,0)][font='lucida grande']
[font=arial]First Look[/font] [/font][/color]
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[/font][/color]
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[font=arial]First look at actual gameplay!:[/font] [/font][/color][color=rgb(0,0,0)][font='lucida grande']
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[font=arial]Thanks for taking the time to read this, i appreciate it![/font] [/font][/color]
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[font=arial]If you like looking at screenshots and movies about WIP and stuff like this i post those throughout the day to my twitter account, come check it out sometime[/font] [/font][/color]
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[font=arial]https://www.twitter.com/wickedlair[/font] [/font][/color]
[color=rgb(0,0,0)][font='lucida grande']
[font=arial]https://www.facebook.com/wickedlair[/font] [/font][/color]

iamvegu

iamvegu

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