Here's a video of the game's current progress after 1 weekend of work. Art was done entirely during the game jam 1.5 years ago, so this weekend was spent entirely on current functionalities and design.
Pixelated Gravity
A blog detailing my adventures with anything relating to game development, game design, and occasionally gaming.
Sunday, August 28, 2016
Project Axe Fight Update #001
Started a new project, sort of, it's really just a continuation of a game I started over 1.5 years ago with a friend as our attempt for the Ludum Dare #31 game jam. We started off writing the game in C++ using SDL, but that didn't work out so well as I was a bit rusty with both C++ and SDL at the time. Recently I've decided I would try to actually make the game but just using something simple, i.e. Game Maker Studios.
Here's a video of the game's current progress after 1 weekend of work. Art was done entirely during the game jam 1.5 years ago, so this weekend was spent entirely on current functionalities and design.
Here's a video of the game's current progress after 1 weekend of work. Art was done entirely during the game jam 1.5 years ago, so this weekend was spent entirely on current functionalities and design.
Sunday, January 31, 2016
Heart Realm Update #013
As mentioned in my last blog post I have returned to Heart Realm, I'll be moving the game over to Unity, away from Java and all that. Along with that change I'll be making some changes to some systems, some of which were never really set in stone.
The reason for the change to Unity is partially due to my desire to work on the game more than the engine and the game, something I was doing when writing everything in Java. I've been using Unity now for the past 5 years now, working with it on and off on various smaller projects and so I feel comfortable enough with where it's at for me to work on this type of game using it.
The reason for the change to Unity is partially due to my desire to work on the game more than the engine and the game, something I was doing when writing everything in Java. I've been using Unity now for the past 5 years now, working with it on and off on various smaller projects and so I feel comfortable enough with where it's at for me to work on this type of game using it.
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armor,
attributes,
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design,
equipment,
equipment weight,
heart realm,
items,
rework,
skills,
stats,
videos,
weapons
The Return
It's been a while since I've posted here. Why is that? I just honestly haven't made it a habit to write here and I've just gotten caught up in life in general.
To start off I'm now officially working in the video game industry (for more than a year now). I started off at a company by the name of Phosphor Games as a QA tester working there on two different contracts for 9 months with a 2 month break between those contracts. At Phosphor I started off testing a game called WARP for Android and iOS that was unfortunately cancelled prematurely ending my contract with Phosphor. I returned 2 months later to work on a couple games one that was recently released, Gemini: Heroes Reborn for Xbox One, PS4, and PC, as well as Heroes Reborn: Enigma for Android and iOS that was released last fall. I also did a little bit of testing when needed for the game Corpse of Discovery, released last August for PC.
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