In my previous blog entry i reviewed most popular scripting solutions, with Playmaker being number one as a one of a kind solution for making games easily.
As noted, while being extremely useful for rapid prototyping, you can encounter multiple issues that i wrote about. As far as i know, few people…
I was contacted by someone regarding Playmaker development and it inspired me to write a blog about visual scripting in general and how few programmers are actually using visual way to make games. It’s fast and easy to learn, but comes with its own set of caveats.
I never inteded to make g…
While Rick Henderson is happily being ported for Xbox, Playstation and Switch, i decided to make a small spin-off game that will be free for all existing and new Rick Henderson owners.
It will be available to buy separately and i have yet to decide on pricing, but it will be somewhere between $0…
The most important thing, the flesh of the game, are enemy attack waves. In this short log i will show you how they are made.
The process is a bit tedious and probably can be a automated a certain amount (which i will probably be introducing to add some random variety) but it serves me well and…
Current Early Access version contains:
■ Three player ships with different special abilities and stats
■ 40 different enemies
■ 5 levels
■ 5 bosses in three variations each (15 bosses total)
■ 25 weapons
■ 250 unique waves
■ 5 random events (Warp Malfunction, Asteroid Field, Minefield, Laser Barrage…
I’ve been postponing this for a long time, but some time near the end of the past year i realized another overhaul is due, this time for optimization purposes. It’s a long and tedious process and can get you into a rabbit hole that can be hard to get out of. My recommendation is not to …
As the early access draws near, i need some people for testing the game and giving me their opinions and bug reports.
All testers will get access to latest version in the dev branch and a steam key when it gets to early access.
You can apply by posting here: https://steamcommunity.com/app/10…
Making the weapon itself
First thing we need to do will be making the weapon that will actually be launching those missiles, right? It’s a plain and simple contraption made of two FSM’s i called FiringSystem and FiringTimer. Firing system will handle the missile creation, and FiringTimer will take …
The time has finally come to gather funds needed for doing the remainder of the game!
You can get some awesome perks by supporting me: Early Access, game’s awesome soundtrack and game itself discounted from the regular planned price, Galaxy Database in PDF or hardcopy and even an opportunity to…
I find the value of audio in video games immensely important, on par with graphic representation. It enables you to pull the player into the world you designed and help him immerse in the way you imagined it to exist.
I believe implementing sound is usually left as the last thing to do (when you w…
Wow, almost four years of work for a humble demo. But things will only get faster and better now that the solid foundation has been laid.
Steam – https://bit.ly/2FayeNc
Itch – https://bit.ly/2Y5Miz0
GameJolt – https://bit.ly/2XWncCr
I hope you’ll enjoy it, all feedback is welcome!
Game development is a really nice job, at least when you’re an indie, not a cog in an AAA crunching machine. You can sit in the comfort of your home and have no expenses for commuting, office rental and eating out, at least that’s how i imagine it to be. But the real question is – can you earn a l…
Hi Uroš, we’re glad that we finally have the chance of doing this interview. For starters, can you tell our audience a bit more about your project – what is Rick Henderson?
In short, Rick Henderson is a horizontal-scrolling endless shooter. Five factions, five bosses, loads of guns, perks, gre…
After more than two whole years of toiling, sleepless nights, stiff fingers and dry eyes, i finally reached the point where i’m ready to show something more complete to the world and prepare for the crowdfunding campaign that will help me bring the game to a final release.
While Kickstarter clearl…
One of the most important aspects in a shoot ’em up is certainly score. Being somewhat a niche of a genre, it has a clear competitive edge among its players. It certainly lacks fulfillment in terms of engaging story, but the adrenaline rush in combination with the goal of attaining higher and high…
Every now and then you have to change your routine to avoid boredom and relax. So, i started playing around with light to add some depths. Looking good so far!
The post Playing with lights appeared first on Fat Pug Studio.
I’ve been contemplating on design of the weapon system and upgrades for a lot of time. I wanted the game to be based on skill but have a variety which would add to the replayability of the game at the same time. Here are the basic definitions i have decided on:
- Game will contain about 30 weapons
- E…
The Grid
Wow, it’s been a while, but things are moving forward slowly but surely!
I’ve been busy with lots of coding and programming enemies and i encountered some difficulties in proper positioning. On the image below you can find how the spawn points looked (5 spheres on each side) and how they …
I bought this little fella (http://www.wacom.com/en-br/products/pen-tablets/one-wacom-m) a while ago but i never found time to play around with it. This weekend was very hot so i was mostly home and i’ve drawn a background for the game, hope you dig it. Took me a few hours.
The post Backgrounds w…
Burn-out, in shortest possible, is a state of physical and mental exhaustion. Is is caused by too much work and stress, and not enough rest and sleep. It can lead to severe health problems, with the smallest one being clinical depression. Apparently, it is very common in game development professio…
Endless Mode, for now, will be the backbone of the game. I don’t much like the term, but let’s call it Roguelike. For those not unacquainted with the term, it’s pretty simple. The basics of roguelike games are permadeath (which means you start all over when …
Turns out that thing aren’t always simple as they seem at first glance. I spent more time than planned on overhauling the weapon pickup and replacement system i wrote about in the previous dev log. Apparently, despite the system being laid out well, there were some hurdles that appeared.
Fir…
It’s been almost two weeks and i’ve been very busy with my day job so i didn’t manage to spare too much time for game, but i finally finished (for me) a very complicated thing – upgrade and weapon switching system.
Player starts out with one weapon. During the game he can pickup a variety of weapo…
To keep the track of the work done, motivate myself and keep people interested, it’s time to start a Dev Blog. Here’s the first one for the work done in the last few days, enjoy.
You got what we want. We are coming to get you.
The post SunDyne Corporation is coming to get you appeared first on Fat Pug Studio.