Rick Henderson And The Artifact Of Gods

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Belgrade, Serbia

Devlog of Rick Henderson And The Artifact Of Gods, eoguelite endless 2D horizontal-scrolling shoot 'em up made in beautiful pixels with Unity 3D.

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34 entries
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FatPugStudio
April 18, 2022
From Playmaker to C#

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…

488 views
FatPugStudio
August 02, 2021
Visual scripting – The good, the bad, the ugly

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…

1,085 views
FatPugStudio
July 14, 2021
New game – a small Rick Henderson Spin-off

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…

3,640 views
FatPugStudio
December 15, 2020
Making Waves in Rick Henderson

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…

2,019 views
FatPugStudio
December 15, 2020
Rick Henderson goes to Early Access on 23.12.2020.!

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…

1,905 views
FatPugStudio
August 11, 2020
Rick Henderson on GDWC2020

I’m proud to announce that Rick Henderson has been selected as a participant in the Game Development World Championship 2020 in the commercial title category. GDWC has been (to my knowing) been held since 2012., and it’s a great way to help developers gain visibility.

In today’…

1,807 views
FatPugStudio
March 04, 2020
Optimization time! Part one – Pooling

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 …

2,957 views
FatPugStudio
December 12, 2019
Beta testers wanted!

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…

1,196 views
FatPugStudio
June 20, 2019
Designing a Swarm Missile weapon in Playmaker

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 …

3,531 views
FatPugStudio
April 18, 2019
What did i learn from a failed indieGoGo campaign


Nobody likes to read about failing (or maybe they do since it’s a great opportunity to learn from others’ mistakes), but it’s a harsh reality in this line of work. The most important thing is to learn something new, and that can be only managed through trying. And when you try, you’ll fail. A lot…

6,575 views
FatPugStudio
March 24, 2019
IndieGoGo campaign is live!

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…

2,015 views
FatPugStudio
March 19, 2019
Designing audio for video games, part 1

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…

2,023 views
FatPugStudio
March 15, 2019
Demo released!

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!


View the …

1,689 views
FatPugStudio
February 11, 2019
Perspective of living as an indie dev in my country

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…

6,164 views
FatPugStudio
February 02, 2019
Interview with Play! Zine

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…

1,905 views
FatPugStudio
January 03, 2019
How i made my IndieGoGo campaign, part 2

Needless to say, i made a lot of research on best time and best ways to launch the campaign. Here’s the graph from medium.com on Kickstarter campaigns from 2014.

Kickstarter campaign success per month

Obviously, i missed the train for December, which is one of the best months for launching the camp…

3,390 views
FatPugStudio
December 28, 2018
How i made my IndieGoGo campaign

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…

2,362 views
FatPugStudio
July 18, 2018
Ode to Nested Prefabs from a noob indie dev
His Majesty, the Prefab

I must admit that i’ve been a bit what you could call ‘lazy’ for the past few months.  Why is lazy hyphenated? Well, because i’m not really lazy, i just tried to finish a game from 0 knowledge of Unity in under two years, which is not an easy task. I spent a lot of sleepless…

2,474 views
FatPugStudio
December 14, 2017
Scoring System Design

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…

2,058 views
FatPugStudio
October 24, 2017
Playing with lights

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.


View the full article

2,370 views
FatPugStudio
October 08, 2017
Weapon upgrade system designs and limitations

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…
3,100 views
FatPugStudio
October 04, 2017
Spawning System Overhaul and overcoming the obstacle of enemy pattern making

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 …

4,104 views
FatPugStudio
July 24, 2017
Backgrounds work

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…

1,724 views
FatPugStudio
July 14, 2017
7 ways to avoid burnout

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…

1,951 views
FatPugStudio
July 03, 2017
Dev Log #4
The Anatomy Of A Roguelike Endless Mode

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 …

1,370 views
FatPugStudio
February 25, 2017
Aaarrr!!!
Pirate faction led by mighty Thoraxx!

The post Aaarrr!!! appeared first on Fat Pug Studio.


View the full article

1,199 views
FatPugStudio
February 20, 2017
Dev Log #3
Intro

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…

1,152 views
FatPugStudio
February 01, 2017
Dev Log #2

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…

1,211 views
FatPugStudio
January 25, 2017
Dev Log #1

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.

  • Design of the Swarm Missiles weapon. Basically (as the name says) it launches a swarm of small missiles from the player…
  • 1,134 views
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