Category Archives: Development
Last weekend I took part on Ludum Dare’s 26th competition, that was themed “Minimalism”. Although building a minimalist game is kind of against everything I stand for (and that’s why maybe I don’t finish that many games), this one turned out pretty good, at least judging by the comments so far… You can download the [...]
Work has come to almost a complete standstill, due to work and business travels… We’re still plodding away, but our time has been extremely limited, so it has been mostly small scale stuff in the internals and props for the game, specially considering the next “big” task I have ahead of me is fixing a [...]
Work has been progressing well, although most of what was done from a technical perspective was mostly related to the internals of the Player, so no new screenshots to post. But, I’m glad to say that most of the core stuff necessary to be able to actually build the game seem to be done (except [...]
Work is carrying on a good pace… I’ve been focusing on technology, getting everything ready so that when I start working on the game code for real I can dedicate all my energy to it… As I see it, only the UI specific functionality is missing from the technology side, besides a good, healthy [...]
Although there hasn’t been much updates in the blog, work has been very productive lately… First of all, Rincewind has started modeling the new “Grey” character, based on this concept I may have posted this before, but there you go… He has a more “wildman” streak to it, which is a bit more different than [...]
Yep, it has… Between Christmas and work overload afterwards, we haven’t exactly worked a lot on “Grey”… We haven’t stopped, it’s just that the output rate wasn’t that big, and even when it was, it wasn’t “show-worthy”… Anyway, we’re back to blogging! We came into the new year with extra motivation to finish a game [...]
After almost 34 hours of actual work, we’re throwing the towel… Loads of small problems kept us from creating this game… our megalomania, the tools weren’t as mature as I’d hoped for this kind of thing (and because it’s part of a big framework, it’s a bit unwieldy)… The art was well on its way [...]
Well, this is a broad statement… art is going very good indeed… Code, not so much… The SurgePlayer wasn’t ready for this type of “intense” competition… there are still loads of things that aren’t working properly in the system, and as such, I loose a lot of time trying to get it to work properly [...]
We started early today and managed to do a ton of things already… Rincewind finished the player character, a forlorn spirit of sorts (with a particle system, because they’re awesome!), and we managed to build the portal system, which will transfer the player from one playfield to another… I’ve written the intro, which is harder [...]
Well, the progress wasn’t overwhelming in the last 9 hours or so, but it’s almost 5am and we should get some sleep… I’m starting to do silly mistakes! Anyway, we have the first scenario (which acts as a gateway to the rest): I also have the cutscene and text system (very simple stuff, no [...]