Category Archives: Grey
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 […]
Hi everyone! As you might have noticed, we have a new blog template… Not 100% happy about it yet, but we’ll see if we keep it or not… At least it doesn’t seem to have the image problems of the previous theme. Anyway, there’s not been much work on Grey, mainly because I haven’t […]
One of the main problems in my games is the GUI (Graphic User Interface)… I never really found a good way to build controls and iterate different GUIs, which led me to hating GUI work and usually doing a terrible job at it! On Grey, the GUI is very important, and as such I don’t […]
Although time hasn’t been abundant in these parts lately, I’ve managed to finish the new resource system with the dynamic update feature… Now, I can change any resource file used by the SurgePlayer (this has to be registered in code, so I don’t use too much processor on this, and so it can be optimized […]
I know, I know, we’ve been silent… But we’ve been working! On my part, I’ve been refactoring the resource system, and the task is almost complete for Spellbook and the Surge Player… Still need to tweak some minor bugs (and stuff I’ve found that was wrong for years and years!), but it’s mostly done, with […]
The highway to hell is full of good intentions! I wanted to focus on the development of the game itself, and I was creating a new enemy type (“Frost Touch”, a skeleton that slows down attacks when it hits). Visually, Frost Touch is different from the other skeletons because of a particle system: The effect […]