Greetings! I’m still actively working on bringing the demo/prototype/vertical slice to life. My focus has been on addressing minor issues such as refining the fog CONTINUE READING
#26 game dev stuff | still demo/prototype
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
#2 break | ending vacation
Hello, everyone! I’ve returned from my trip to Turkey, and I’m brimming with newfound energy and a host of exciting ideas. I can’t wait to CONTINUE READING
#1 break | taking a break
Hello, everyone! I wanted to let you know that in the upcoming week, I’ll be taking a break from coding and game development as I’ll 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
#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
#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
#12 game dev stuff | planning ahead
Hello there! This week, while working on my current project, I’ve come to realize the importance of adopting a more structured approach to maximize my 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