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Developer Journals

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Framework Fun


About time I posted an update here. Been a while. I have kind of lost a bit of heart in Om, my scripting language, since I realised that circular references lead to memory leaks unless I implement some kind of garbage collection. I've not given up on it - I will indeed try at some point to add GC to Om, but I decided I needed to start a new game proj...
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Matchmaking


Hey all, I posted this article in the forums some time ago, but for those of you who missed it, I'm going to describe the process of matchmaking to help you get some idea of what happens in the game outside of the ring, Selecting a Weight Class  The matchmaking screen defaults to whatever weight class your currently selected fighter typica...
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Field of Heroes online soccer MOBA prototype released


https://gamieon.itch.io/field-of-heroes   http://www.youtube.com/watch?v=4Fxz3uzenV4     After just over three months of working on it in my free time, I just released an online multiplayer soccer MOBA on itch.io as a prototype. This is a departure from my normal routine where I come up with an idea, develop it through to th...
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Weekly update #7


GUI System   The Unity’s GUI system is a bit rough – if you use plenty of OnGUI() calls in your scripts the performance of your game gets really clunky. The IMGUI system (or normally referred as GUI system) is not really intended to be used for user interfaces. For the sake of Floatlands I’ve written our own GUI system that works upon the IMGUI an...
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EnvelopVR goes out of business!


Last month I said:  The big news of the week in the VR industry is that EnvelopVR has shutdown. I was 95% certain this would happen to them and they were the first local company that came to mind when I wrote that paragraph last month. EnvelopVR was a "large" company with about 20-30? employees working on building a VR desktop. They were aiming for e...
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Prototyping and visuals


Welcome again, fellow game developers and enthusiasts! When you're prototyping to test new game mechanics ideas, the visuals of the game should not be that important - it is not the graphics that matter during that period. We even have this whole "programmer art" term to define all these temporary assets. Well, that's theory. And it seems it doe...
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SquaserZ - Devlog #2


Devlog entry, January 12: Creating the new UI We start this devlog by reviewing the objectives set on the previous one:SquaserZ Devlog #1 [REVISION] Objective 1 - Implement a Objective-Based System The objective system mentioned in the previous devlog was designed as a mean to add more value to the game. To do so, the player is always presente...
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Skeletons go down!


But not without a fight... A bit of gameplay video + code snippet was to be the big day when I finally killed the first skeleton. Then I moved on to have skeletons fight back and kill players. Still the AI simply walks around randomly while checking to see if any players are in melee range and th...
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Magic Item Tech, persistent.


Hello everyone! Even though a lot of indie game developers put together a "year in review" posts by the end of December, I haven't written in a while. Sorry for that, but the last few months of 2016 were a bit busy and chaotic, that is why I wasn't in a mood of writing down my version and why I needed some vacation time badly. For two weeks I wa...
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3D Paint PBR release - finally! :)


Some of you may have been following the development of my little 3d texturing program, which I began in June last year and have been working on in my spare time. 3 months ago I had a diffuse painting only version, but decided to try adding support for PBR (physically based rendering) authoring with normal mapping, specular and metal channels. This would b...
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Learning 2D Unity


So I've been doing lots of reading up on Unity & tutorials to get a grip on how it works. I felt like rambling about a few thoughts and observations about Unity in the process of doing this, so here goes.  When a pixel isn't a pixel   Although I've worked in a 3D pipeline, my skillset is 2D art. If I'm making a game, it's going to use 2D art...
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Getting Vidar to Early Access - Step 1


Hi friends! A lot of times I post my dev blog about what I've been working on in general for Vidar, but since this community is definitely more about sharing experiences so that we can learn from one another's successes and mistakes, I wanted to do a write up just here on the craziness of yesterday and how I got there. I honestly don't know whether w...
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Towards The Pantheon Devlog #15: Speedsters, Cards, and Combos


Happy new year everybody! It's time for Towards The Pantheon 's 15th devlog. You can find previous ones at http://www.towardsthepantheon.com/index.php/development-history/ .  Let's start with pixel art. Leandro has released a couple new Youtube videos showing the creation of our snow area, snow enemies, and cat portraits! https://www.youtube.com...
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New Project and Status Update


Its a new year, so time to buckle down hard. I was never big into maintaining a journal on here but I started a journal last July about my RTS game ICBM . At the same time I was lightly managing a small online team for another project of mine. This other project I pay some contractors for and is my goal game for 2017. I knew these projects would conflict...
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All Over The Place, Nailing Things Down, Finding My Way (Movement and Pathfinding)


All Over The Place  In my last post I discussed an Action/RPG/Platformer/Diabloesque/JRPG game that I had started working on, and showed a short prototype video. As if the genre of this game wasn't already all over the place enough, I've since dropped the project (for now at least), and started work on something else. The main reason for this...
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"instancing" with DX9


The new PC has arrived (i7-6700K, GTX1080), and I'm starting on the final graphics for the game. Better grass plants were one of the first things. The placeholder graphics were ultra-low-poly, just 3 or 4 quads. I could only draw them every 5 feet or so, any closer together was too many instances. They were scaled very wide and flat to cover the gaps...
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Idea Generation


Hey all. So i am new to gamedev.net and i thought id start a little journal on how i go from Idea to Game. Ok so iv been coding and developing games for a little over 5 years now. I have 2 released titles and many games that i have stopped developing because i either lost faith in the project, Got board of it or came up with a better idea that i thou...
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nananananananana BOAT MATH! Surface-based shipbuilding game "tech demo?"


This is a project I started in Unreal Engine 4 a while back, got fed up with, dropped for a few months, and finally came back to. The project began in a Discord channel of a role-playing group for a game called From the Depths. FtD had some good ideas, but it's clunky, unrealistic, and not very well balanced. Our group in particular found it unsuitable fo...
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Blob


At the moment I am working on the blob unit. Anybody remember gooey blob from Chaos - The Battle of Wizards? This video shows a battle between various WarMage units.  Dwarf < Blob < Sorcerer < Archer < Dwarf That is a full circle. There is no best unit in this game, all are good in different situation...
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Weekly update #8


BUZZARD IN ACTION Buzzard finally comes to life, as it’s been a couple of weeks since the first concept design and last week the model was created. This helicopter is meant to be as an accompanied vehicle for traveling medium to short distances at slow speed. It is relatively small and light, therefore we set a very responsive handling for it. However...
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Weekly update #3: Terrain manipulation and foundation creation.


O.k, so last week I made a post on Thursday detailing the progress I made with regards to terrain manipulation, but I only previewed it and never actually committed to a submit, so I just chucked it up to a bad day. Over the past couple weeks I've been programming a lot, especially this week. I think so far I've logged 20hr of sit down time, which it...
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Towards The Pantheon Devlog #16: Tuna Maki, Tipping Cows, and Rumbles!


It's time for Towards The Pantheon 's 16th devlog! You can find previous ones at http://www.towardsthepantheon.com/index.php/development-history/ . Since the previous devlog, Leandro has put out a new pixel art video where he reworked Bam's portrait art. More recently, he has completed all the pixel art for Chapters 1 and 2 of the game which means he...
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EDEN - Story Prologue


It all started with an inception.   A united wake up call to a group of veteran game developers gathered under the banner of a simple vision: create fun and meaningful game experience again.   We don’t ask for much. We don’t need much. We want to share with you the fruit of our passion. Introducing our “precioooousss”,   E...
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Idea of game


I with my buddy have an idea of game that will have a gameplay like "Plants vs Zombies". But... we will not only defend but also make an attack. So it will be like war. We meditated on theme and selected Ships vs Sea Monsters. It sounds unusual and attractive. So, the first sketches  Then I've added "dark mood":  and sketches of Ships 
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SquaserZ - Devlog #1


Introduction Note: This post is divided in two sections: a brief presentation of the game, and the first devlog entry. Additionally, I post here also the current playable build of the project, for both Windows and Android systems. Introduction  After failed attempts at starting a game project, due to the sheer amount of crazy ideas I tend to h...
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Om Module system


Thought I'd try blogging about this before I started implementing anything to try to get it straight in my head. I've decided to change how the Om module system works a little, based on playing around with writing a driver to allow me to execute Om scripts from within Windows explorer.  At the moment, state of play is that you can do this:  impo...
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Rebirth of a classic card game.


Crazy 8s Revamped is a new edition of the classic card game crazy 8s. It brings the game to life on the p.c. It is easy to learn and very much fun to play. https://crazy8srevamped.itch.io/crazy-8s-revamped .
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Looking for people experienced in programming and designing.


So, I'm looking for people willing to help me that know how to program and make some sprays to this game. This is a game with a lot of potential. I really hope that you guys help us. Please message me to know that you're interested in this proyect. We are a group by now of 2, me (The man that writes the story) and "Adrian Jev", he's helping with the sound...
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Why I Made This Game, Part 3


Sorry for the wait! It's been a hectic few weeks trying to get everything set up for release, then releasing, then celebrating the holidays. Once again, the game is now available in the following marketplaces: http://store.steampowered.com/app/563750 https://aggroblakh.itch.io/world-boxing-manager https://indiegamestand.com/store/3681/world-boxing-...
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Introduction


Hello everyone! As a software developer, the part of my regular job is creating NET applications - mostly in WPF, lately. Additionally, I spend some of my spare time designing and prototyping video games - and I believe today is the right time to start sharing all my experiences with all of you. Instead of running a blog, I decided to create a game p...
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A Little Love


Hi friends!  This upcoming month will be characterized by "aggressive polishing" of Vidar in anticipation of Early Access. However, tomorrow we launch the Steam Store Page and a huge press blitz, so not a ton of development happened this week. A few little clean up items here and there, though, so I thought it merited a patch.  We've also f...
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Journal #8


Howdy GameDev.net! Welcome to 2017!  It's been tough finding time over the last month, December is a tough month to carve out personal time. That's not to say I didn't get anything done, just not a whole lot in my hobby code. I was hoping to have some more time during my Christmas vacation but instead spent most of it sightseeing Seattle with my g...
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Back to coding


Hi there, i was working a bit on the next iteration on my game and finally found a nice graphics style to go for: Real tiles and proper lighting, yay! (See the screenshot attached) Even though i am making some progress, i decided to stop working on the project with unreal engine 4 entirely - for several reasons: I had a few bad data losses which...
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Get work done and kill a skeleton - 2017 New Year's Resolution


Since my last post I've unfortunately had a pretty quiet period without getting much work done on the project. I simply wasn't able to find the motivation to get things done. I recently got a new dayjob much closer to my home which saves me 10 hours of driving every week - I really ought to be able to translate this into more development time... Anyway -...
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Brainstorming online soccer ball control


http://www.gamieon.com/blogimages/foh/tigsrc/fighting1.gif Foreword: I'm developing an online soccer MOBA where upwards of ten players will be jockeying for a soccer ball. This journal is a brain dump to help me get a handle on the mechanics of managing a soccer ball in an online soccer game using Unity3D and the Photon network engine. I apologiz...
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Spellbound: December Update


Game Status: Where is the game at today? I have nearly finished working on a major update. Customers are starting to ask about it. I'm a bit nervous about releasing it because I'm worried that people may not like it or that it will break parts of the game. But, that's what testing and early access is for, right? In the next few days, I'm going to be thor...


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