Game Tech Discussion Devlogs From Those You Follow Page 14
The investigation into the three Un-Engines has concluded. Funny, that they all start with "Un"^^ Let me briefly share my experience with the game engines and e...
Those of you who have been following the development may notice that the visuals have taken a step back, and that this level is much less dense with interaction...
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I've been struggling for a while with the look and feel of Freepath. So far, I've just used a relatively simple polished tile sort of material for all of the le...
In this devlog, I’ll be summarizing my work on this game apart from what the course provides. The major sections will be Game Balancing Tutorial Tests (EditMo...
Before we begin, this doesn't increment the iOS build number. I'm sure that's possible, but this isn't that. This code example deals with a generic build numbe...
A step by step of how the drone enemy was made. As you can see on the last screeshot a lot of the details of the model ended up not being very visible in game l...
Early concept No need to hide, I was inspired by Super Auto Pets. I find that game so interesting in it’s concept, I had to dabble in this field myself. As us...
I have spend the last 3 days making fightings animations for the character. And once the whole thing done, the problem appear, Everything in the fight lack "rh...
A team is more efficient than one person, because team members can help each other for the goal. And the information synchronization is the key for the cooperat...
DEVLOG - 003 This week I worked on new graphic details and features that I would like to show you in the next post, but mainly on preparing the ground for a pos...
Working on strategic AI. The idea is to create dynamic enemies that would move around the map and generally make players' lives a misery. To be able to do that...
The 4th beta version was released 3 years ago. It helped get the project off the ground. More people learned about TNU4. In particular, artists who help with gr...
Back with a new devlog! This time I am going to talk about dynamic entities, and how everything is now destructible! The easy stuff While a static entity is not...
I did a code update for the new version of the game engine. Live 2D has been removed due to problems with Cubism 3. In return, I put 2D sprits in place...
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XARNOLD v.0.5 approximate launch date: 06/02/2019 The last 4 version of the game were having too many serious bugs so we decided to delay the launch of version...
Bug fixed Gamepad enabled Enjoy the game!...
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Action and adventure game with strategy elements.
So after a long hiatus, we've been at work on the sequel to our Game Shell jam entry, Planet Busters. The new framework is using Pyglet instead of Pygame, whi...
Hallo, das hier wird mein letzter Devlog sein. Es gibt viele Gründe, ein paar möchte ich vorstellen: Das Spiel wird nicht weiter gemacht. Wieso? Damals hatte...
XARNOLD v.0.4 Patch Notes Spawn System update Golden Apples now drop more rare Apples now drop more rare Stamina decreases faster New Skin [Quora Skin]...
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This is the final post in a series discussing how the different time manipulation abilities in Worldline were implemented. The first five are here: Pause Slow R...
Parameters (Top Level): Parameters (Preset Timer Settings [Collapsed View]): Parameters (Timer Settings): More images/screenshots soon :)...
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DEVLOG - 009 After nearly 4 months of hard work and development I'm very proud to announce that Colorful Dino game is now in Early Access ! The game is availabl...
First demo So I made player and enemys. Houses and some enviroment, main menu and start curscean. The game was unpolished. And It was realy bad. (Now it is much...
Hello everyone!! Downloading games might be frustrating sometimes therefore we have added webGL version. Enjoy playing directly!! Make sure to comment!!! Tel...
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This document serves to outline the logic and implementation of common chess engine technical functions. _______________________________________________________...
Overview: There are three core technologies which run the systems present in A Way Out. The first is the procedural maze generation. The second is the A* pathfi...
Decades ago, my parents bought me a Sega Genesis model 1. It was love at first sight with the fast and smooth arcade action of Sonic, Shinobi, Thunder Force, Al...
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Neural Networks in AI Toy Box Overview - The learning system utilized in AI Toy Box is a form of neuroevolution. The network design for each game is manually s...
Making the roads was quite tricky and went through a lot of iterations and experiments. We tried virtual textures, then splines meshes, then virtual textures ag...
Lazers, Beams, and Cubes This week I've Finally got the doors opening. The cubes all have unique textures. I've fluked some particle effects that actually tu...
Arg... I currently crying a little bit: I normally work on MacOS. My game is developed in Unity 3D. So when you build it on a Windows maschine, it should behave...
Continuation of Strategy AI implementation. When AI evaluates threat, it will now consider how far a group can move, so that area directly within the reach of a...
Happy new year with a new devlog about the progress on ncJump . I spent some time on refactoring the Entity source code that were becoming too monolithic, and i...
So far the Beta testing is going fast and furious. Lots of work to adjust the 'medium' detail level to make it a better in-between spec, lots of minor bug fixe...
This game, Martian Dice for Pico-8, evolved entirely by accident. More than anything, it's the end result of an unplanned journey of techological exploration. O...
The process of making the citadel that features in the center of the map. This one was quite funny, as we're used to our environment artist being superhuman an...
Just a quick update. I've been working on getting new set of models into the game. Doing that I ran into a very common problem - models tend to have arbitrary...
Start I wanted to make an open world game. Everybody sayed that it is bad to take big projects. And I will not finish it. I don't know maybe i won't finish it b...
One of our goals for the game is to have a stop-motion/claymation aesthetic. We think it's a good way to play to Unreal Engine's strength (rendering realistic m...
Here I am with another devlog. This week I introduced a camera component , and serialization to load and save to file the state of the game. While the former wa...
UPDATE v1.1! 1. You can read the notes by pressing the E button 2. Sound effects fixes 3. Garage and room upstairs doors now are unlocked 4. Pause menu fixed...
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The core of this game is about learning the routines of the world, who'll be where at exactly what point in time, given you've put the world in a particular sta...
I was having trouble getting all three of my characters on screen for a dialogue sceen. I've done a lot of trial and error, as is expected while leaning. So, wh...
Just added RLE compression which is a basic compression that works like this: from "AAAAAAAAAABBBBB" to "A10B5", but in hexadecimal in this case. This helped co...
Saving system This was hard, realy hard. For the saving you have to save a lot of things in open world games. Position, inventory, each pick up you took, positi...
I change the engine, from Blitz3D to AGK, now, i going with the fist steps, but the progress is very good.i see the future!...
So I've made the decision to switch the project to use Unity's High-Definition Render Pipeline. This means that I can no longer use WebGL to build and export my...
Recently, the bad behaviour of the Windows 95 version became apparent when trying it on a newer, Windows 10 machine. The game ran, but the window would never ap...
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The Programmers way to make assets Its pretty typical for me as a programmer to want to work with code. And so that is where I started making more enemies. Just...
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