Do you remember my player-game interactions cards? A lot of people asked me to make a professionally-printed version of them. I totally agreed. And now it’s for sale!
While I probably won’t be participating in LD26, I do have some tools that LDers may find useful.
Added more entries to the idea generators, ideas still thin on the ground, Twine for CYOA games is pretty cool.
Info about the making of CRUP!, including pages from my dev logbook.
The game I made was not much of a shoot-em-up so I couldn't rightly call it a SHMUP. It's all about the crashin', though, so I've called it CRUP!
I buy GameMaker Studio and get over my averseness towards free art assets.
PlayMaker is going okay, I have the basics of my game in place, I have a brainwave that changes the game’s focus, and I’m starting on a low-poly model library for use in prototyping and early development.
The One Game a Month project starts today, and in response, I’ve finally gotten an idea that I’m fairly happy with in terms of potential and scope.
I’m having some difficulty getting back into gamedev.
Testing period is over, I gave a great research presentation, it’s now time for the holidays! This means more gamedev stuff, so this website is going to ramp up again.
I’ve written an article explaining the functional part of my building generator program, the part that spawns the correct building pieces in the correct orientation based on context. Also, I will be away for a few weeks more.
I wrote a post-mortem for Additive, summarising what went well and what went poorly during the game’s development.
I’ve got furniture working, and have made changes to the generator to prepare it for multi-storey buildings.
During a test-fitting of some furniture pieces, I’ve found that the way I’ve implemented inner walls stops furniture from aligning flush with them.
Following some inspiration from Wikipedia, I added a flat roofing option to my finished roof generator.