Greetings, fellow developers! I’m excited to share the progress I’ve made this week in my project. One of the key accomplishments is the implementation of CONTINUE READING
#21 game dev stuff | battle mechanics
Greetings, everyone! I’m excited to share the latest progress on my project with you. Building upon the layout I introduced last week, and considering that CONTINUE READING
#20 game dev stuff | battle UI
Hello, followers! I’ll keep this update brief as I’ve just returned from the gamescom and I’m quite exhausted. Last week, I dedicated most of my CONTINUE READING
#19 game dev stuff | locomotion
Hello there, dear readers! As I mentioned in my previous update, I’ve been diligently working on establishing the foundational elements of my second project. In CONTINUE READING
#18 game dev stuff | publish asap
Hello fellow developers! I’m thrilled to bring you a significant update this week. As I delved into refining the basic layout and blockout of my CONTINUE READING
#17 game dev stuff | level design
Greetings, fellow game developers! I’m excited to share my progress from this week with you. The main focus of my efforts was on designing the CONTINUE READING
#16 game dev stuff | updating tile sets
Hello there! In my very first post, I shared insights on utilizing procedural algorithms to create visually appealing tile sets. As my project progressed, I CONTINUE READING
#15 game dev stuff | fixing camera issues
Greetings, fellow developers! I hope you’re all doing well. In my previous update, I discussed my exploration of different approaches, such as dithering effects, to CONTINUE READING
#14 game dev stuff | dithering
Greetings, fellow developers! I hope you’re all doing well. This week, I dedicated my time solely to coding, focusing on optimizing an essential aspect of CONTINUE READING
#13 game dev stuff | mapping the dungeon
Greetings, fellow game developers! Today, I want to share with you an exciting development in my current project: the creation of a dungeon map. In CONTINUE READING