Yearly Archives: 2014
Nothing fancy today, dead tired from the paintball yesterday; can hardly move… Anyway, today’s screenshot could be exactly the same as yesterday’s. I just tweaked the map “editor”, adding “auto” orientation to objects… Now objects with “auto” orientation will always face away from the nearest wall. This is dead simple, but makes it way easier […]
Not much time for working on the game today, busy weekend with my sister’s birthday… Anyway, got enough time to put in some of the new assets in game, on the Skydancer: Featuring a table, shelves and power generators… Exciting, I know! Need to add those to the pirate lair generation as well, to make […]
Just added crystals as props on the cave areas… and for good measure, decided to add a lighting effect to them, to spice up the area a bit, especially because the cave levels are all dark (the only source of light is the player’s flashlight). It turned out better than I expected: I just added […]
Today, I’ve worked on making the caves a bit more traversable. Procedural generation is very hard – there’s a big conflict between “playable” and “correct”, so you end up with a lot of code to fix situations where the generation is “realistic”, but that would lead to a whole lot of issues… Case in point, […]
It’s been a long time since I’ve posted something on the blog… the reason is the usual one: I don’t have the time because of my DayJob™, and when I finally get some time, I’m trying to compensate the work I’ve not done! No more! I’ve decided to try something new to keep me more […]
Just a reminder that I took part on the Ludum Dare 48-Hour competition this weekend… You can see the log about the development here, where you can also download the game. Looking forward to hearing your comments!
Well, not much progress lately… DayJob™ has not abated, but hopefully it will calm a bit down in the coming weeks, due to end of a big project… Anyway, I’ve been taking mainly care of fixing bugs, balancing, tweaking, etc… After a bit, it gets a bit boring, specially when you start to question yourself […]
Well, again a long time has gone by… Time has been very limited lately, due to work (long hours, and very tired), but some progress has been made… The storyline/cutscenes have been progressing nicely, with the silly engine I’m using behaving better than expected! A lot of small bugs fixed, pirate camps added to the […]
Work has been progressing lately, albeit not too fast… Anyway, most of the work lately has been on the portability, since I want this game to come out for Windows, Mac and Linux… Problem with this is that the framework I’ve been using (the one from my 48-hour compos) wasn’t designed with portability in mind, […]
As you probably noticed, there hasn’t been any updates for more than one month… Reason for this was the Christmas break, and DayJob has been very intense lately, with some expansion being prepared… Motivation has also not been soaring lately (probably due to the down time), but I intend to rectify that maybe next weekend, […]