So I Needed a Window

So I Needed a Window
A brief explanation of my asset pipeline   I’ve done a bunch of tutorials on really specific topics in game development, but when I was trying to learn I found it really hard to find high level over-views on peoples’ processes for tackling problems. I figure now that I’ve kind of got a process that ...

The Second 48 Hours

22. December 2016 Game Jams 2
The Second 48 Hours
A “Roomba Fight Club” Postmortem Roomba Fight Club is available for free here Roomba Fight Club is currently being voted on here A lot can change in a year. Just about one year ago I participated in my very first game jam, Ludum Dare 34. You can read about it HERE. I found the whole ...

Polishing the Turd

Polishing the Turd
So last week I talked about my recent experiments in rapid game prototyping and how it got me a prototype I’m interested in working with. But what now? well now I have to start fleshing this prototype out into a full game. There’s a lot of things this game is missing that I could start ...

Trying To Find The Fun

Trying To Find The Fun
How do you make a game fun to play?   It’s been a while since my last dev log post so let me catch you guys up on what I’ve been working on lately. Milo’s Many Nightmare’s is officially on hold, and it’s on hold for the same reason that Project Zeds is on hold, I ...

Bringing the Mountain to Muhammad

19. July 2016 Design 3
Bringing the Mountain to Muhammad
So I’ve been loving my HTC Vive lately. I’ve got a post coming soon about my adventures in amateur VR prototypes, but this week I wanted to talk about a bug I kept hitting and how I fixed it. The Problem: Controller Tracking – It’s super simple and works right out of the box for most ...