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
#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
#10 game dev stuff | combat improvements
Greetings! In this post, I would like to discuss a few tweaks I have made to the combat system to enhance its appearance and overall CONTINUE READING
#9 game dev stuff | unity shader graph
This blog post will detail my experience utilizing Shader Graph to randomize 16×16 pixel textures on a grid structure. Step 1: Import Textures as Texture2DArray CONTINUE READING