It has been quite some time since we posted something. And it's true, for the most part we didn't really do much. Work on Lyfe just wasn't such a high priority as university for example. But we're back.
And with that we switched engines. To be fair, there wasn't much work we had to replicate. M…
Hello once again to this entry to our devblog.
This one will show the basics how we reworked the compound clouds to look - let's be honest - a lot better than they did before.
The last version consisted of one class CompoundCloud which was represented by a procedural mesh component. That one s…
And so we meet once again to discuss what's new in the development of Lyfe. But as we promised on our Twitter this is something big. I don't have to tell you what we're discussing, you probably already read the title of this entry.
I have to thank Jake Best who took the time draw the concept…
Once again we have a new entry to this devblog.
First of all some logistics: We will post new updates every other week from now on because we just don't make enough breakthroughs to justify wasting your time every week. And we decided to categorize these entries. So far we got "Update" and "…
This week I want to give you some technical insight into our project.
I want to start with recapping what happened over the last week: The player movement for the cell stage is implemented and the GUI is wired up, too. There is now a health-bar, DNA-bar and you can see your current compounds…
For our first dev blog entry we decided to introduce you to the organ-tree which we already described in our design document.
If you haven't read you can find it in the description of our project here.
So about that organ-tree: