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Well, hello there! This is your favourite (though slightly late) weekly update blog!
Last week was quite a busy one. I previously talked about adding new things to the game and I'm quite happy to say that I've managed to add TWO new rooms. So without any further ados, let's get right to it! …
Hey hey hey! It's you again!
This is happening, this is now, this is your favourite weekly update blog coming to you right now!
But to be honest, this week wasn't quite as proactive as usual. There was a lot of waiting involved, so not a whole lot of things were done.
However, there'…
Hello there, fellow video game enthusiast! This is yet another entry of your favourite Weekly Updates blog!
Last week was a very visual one I have to say. There were a lot of visual upgrades and consequently there's also a lot of pictures, so without any further ados, let's get right to it!…
Well hello there! And welcome to this new installment of your favourite Weekly Update blog!
I won't lie: this week wasn't as productive as I wanted.
Although I was able to still add some new things in the game taking care of my niece and nephew took most of my time (especially earlier th…
Why hello there! Welcome to this new installment of your favourite blog!
To be honest with you, this one isn't supposed to be noticeable (at least for the first part). To put it simply, this week was really a modelling one. Most of the time I worked on different LOD models of most of my mesh…
Well hello there!
Welcome to this week's Weekly Update!
First, let's get something out of the way right now... I've talked about some kind of demo by the end of February, and unfortunately, it won't be possible. There's still a bunch of critical optimizations to be done before a demo ca…
Hi there! This is yet another blog in your favourite weekly updates!
This time there's only two new big features along with a big internal refractory and what not, so let's get right to it!
Crystals ReloadedIn our design document, we wanted to have crystals. These crystals were goi…
Sorry for the holdup, it's been quite a busy Saturday and didn't have the time to write the blog!
So, anyway... This week was really slow, mainly due to my newly acquired Switch. I was still able to add some interesting stuff as you'll see, but this week consisted mainly on fixing bugs and g…
Why hello there! And welcome to this 28th iteration of this Weekly Update blog!
This week, I'm gonna be honest, doesn't really have ground-breaking changes. Instead, it's a mix of refactoring, balancing, bug fixing and refinement...
So this is gonna be a short and sweet one. No complex …
Why hello there, and welcome to this 27th weekly update! I've been cooking up something literally game-changing (sorry for the pun).
Hang on tight and be careful not to fall, and let's get right to it!
Steppin'In my previous post, I've ended on a bit of a teaser. I've talked about …
Why hello there, and happy new year! I feel like 2019 is gonna one of those years where change is imminent, and let's just hope it's not a bad change but rather a pleasant one.
With the new year comes a new schedule. I've decided to write the Weekly Updates (and consequently ends sprints) on…
Why hello there! What a nice thing to see you again! This is another entry of your favourite Weekly Update!
This time it's all about (artificial) intelligence. Most new features are linked to AI in one way or another, so let's get right to it!
Step It Up!First, let's talk about sou…
Hey, nice seeing you again!
I can safely say that this update is packing quite a punch, so let's get right to it!
Patching up holesFirst, I want to talk about navigation meshes. Previously, only the procedurally generated floors were included in the navmesh baking process. This me…
Last week wasn't as productive as the last, but it's still substantial nevertheless.
So without further ados, let's get to it!
GUIsPreviously, some GUI elements didn't scale to the screen's density. This meant that no matter the resolution those items always remained at a set size.…
Hi there, and welcome to this very special weekly update!
Yes indeed, this one can be special. Everything about this update is related in one form or another to death.
As you may or may not know death (or the capacity for a player to lose) can be an important part of any game. It can tak…
Last week started with some kind of epiphany: I've kinda forgotten the idea of the iterative top-down development of Agile development, which is sad.
So after a bit of reflexion, I've decided that it was time to start building stuff like menus, save files and playable characters.
This wa…
While making a roguelike game, procedural generation have to be quick and yet intriguing enough for the generated level to be fun to just pick up and play.
There are many ways to generate and laying out procedurally generated rooms. In The Binding Of Isaac, for example, you have many differe…
Like last week, the room development is still in progress. While there are two new rooms I've also had time to tweak the lighting a bit here and there.
…