Hello there! Building upon the changes from last week, I’ve implemented a new dice pool system, streamlining the necessary stats to five – half of CONTINUE READING
#25 game dev stuff | demo/prototype
Hello, everyone! Continuing from last week’s update, I’ve completed the foundational theme track for the game. While I’d love to share the entire track, file CONTINUE READING
#23 game dev stuff | game flow
Despite my recent focus on my Steam page, I made a deliberate choice to take a break this week and concentrate on enhancing the flow 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
#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
#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
#11 game dev stuff | master scene and transitions
Hey there, fellow game developers! Today, I’m excited to discuss an upgraded scene structure that has taken my Unity projects to new heights. By implementing CONTINUE READING