Greetings and salutations!
For this week's screenshot, a look at the still-work-in-progress "old corpse" model that I've been working on (or rather, the skull thereof), taken from within Blender:
The week just past was a very short one! Between Easter and various other calls on my time, I ended up working on the project far less than I usually do, I believe. A little got done, but not much.
Since there's little progress to discuss, then, I want to use this blog post to ask for feedback on a matter that I've been pondering of late: how to approach lore entries.
Continue reading "A Question of Lore" »
Monday, April 10. 2017
Carvings and Corpses
Greetings and salutations!
For this week's screenshots, two views from within the upper level of the barrow-tomb. The first was taken from the entrance ramp, looking down into the tomb; the second from the far end of the main corridor, with the ramp in the distance.
The week just past was a bit of a short one for me, in terms of work: between a major family event over the weekend and various things peripheral to that, less time than usual was given to the game. Still, somewhat did get done!
Continue reading "Carvings and Corpses" »
For this week's screenshots, two views from within the upper level of the barrow-tomb. The first was taken from the entrance ramp, looking down into the tomb; the second from the far end of the main corridor, with the ramp in the distance.
The week just past was a bit of a short one for me, in terms of work: between a major family event over the weekend and various things peripheral to that, less time than usual was given to the game. Still, somewhat did get done!
Continue reading "Carvings and Corpses" »
Monday, April 3. 2017
A Few Lines
Greetings and salutations!
For this week's screenshot, a short gif that shows the screenshake that now occurs when the player is hit in combat:
The week just past was for the most part a somewhat technical one, quite a bit of which centred around line segments and their intersections. Specifically, I spent a fair bit of time working on some of the underlying logic of the combat system and the lockpicking prototype.
Continue reading "A Few Lines" »
For this week's screenshot, a short gif that shows the screenshake that now occurs when the player is hit in combat:
A bit of screenshake now occurs when the player is hit in combat. (Gif cropped a little.)#ADoorToTheMists #gamedev #indiedev #indiegame pic.twitter.com/VjbymdhhvT
— Ian Eborn (@EbornIan) March 31, 2017
The week just past was for the most part a somewhat technical one, quite a bit of which centred around line segments and their intersections. Specifically, I spent a fair bit of time working on some of the underlying logic of the combat system and the lockpicking prototype.
Continue reading "A Few Lines" »
Monday, March 27. 2017
Bumps in the Road
Greetings and salutations!
For this week's screenshot, a tomb-slab found in the upper level of the barrow: (The occupant has yet to be modelled.)
The week just past was... a bit of an odd one, bumpy in places, occasionally distracted, but nevertheless with some progress made.
Continue reading "Bumps in the Road" »
For this week's screenshot, a tomb-slab found in the upper level of the barrow: (The occupant has yet to be modelled.)
The week just past was... a bit of an odd one, bumpy in places, occasionally distracted, but nevertheless with some progress made.
Continue reading "Bumps in the Road" »
Monday, March 20. 2017
Of a Troublesome Room, and an Unexpected Gain
Greetings and salutations!
For this week's screenshots, a look at a room (more or less) finished in the week just past. It's one of the rooms on the upper level of the barrow-tomb, in which bodies were mummified for interment. It's long unused, but may yet have somewhat to share, nevertheless...
The room above was the main focus of the week just past--and it proved somewhat troublesome on two occasions. Let me elaborate:
Continue reading "Of a Troublesome Room, and an Unexpected Gain" »
For this week's screenshots, a look at a room (more or less) finished in the week just past. It's one of the rooms on the upper level of the barrow-tomb, in which bodies were mummified for interment. It's long unused, but may yet have somewhat to share, nevertheless...
The room above was the main focus of the week just past--and it proved somewhat troublesome on two occasions. Let me elaborate:
Continue reading "Of a Troublesome Room, and an Unexpected Gain" »
Monday, March 13. 2017
Questions of UVs and the Liminals of Lights
Greetings and salutations!
For this week's screenshot, a look at a few new models made for the level:
Some of those may see changes--I'm not sure that I'm happy with the normals for the stones at the upper right, for example--but I'm overall happy with them, I believe.
The week just past was perhaps a little slow; nevertheless, a number of things did get done:
Continue reading "Questions of UVs and the Liminals of Lights" »
For this week's screenshot, a look at a few new models made for the level:
Some of those may see changes--I'm not sure that I'm happy with the normals for the stones at the upper right, for example--but I'm overall happy with them, I believe.
The week just past was perhaps a little slow; nevertheless, a number of things did get done:
Continue reading "Questions of UVs and the Liminals of Lights" »
Tuesday, March 7. 2017
The Path, and its Branch
Greetings and salutations!
For this week's screenshot, someone who objects to your taking from their tomb:
Perhaps the biggest news this week is that the first level's "critical path" has been completed, I believe!
Continue reading "The Path, and its Branch" »
For this week's screenshot, someone who objects to your taking from their tomb:
Perhaps the biggest news this week is that the first level's "critical path" has been completed, I believe!
Continue reading "The Path, and its Branch" »
Monday, February 27. 2017
Physics, Bringer of Bugs
Greetings and salutations!
For this week's screenshot, a look at a new interaction: pushable objects.
The week just past was a busy one: there was work on the level, a new feature introduced, some shader-work, and quite a bit of bug-fixing.
Continue reading "Physics, Bringer of Bugs" »
For this week's screenshot, a look at a new interaction: pushable objects.
A few objects can now be pushed around. Potentially useful in puzzle-solving and traversal...#ADoorToTheMists #indiedev #indiegame #gamedev pic.twitter.com/61O4E3SSFH
— Ian Eborn (@EbornIan) February 24, 2017
The week just past was a busy one: there was work on the level, a new feature introduced, some shader-work, and quite a bit of bug-fixing.
Continue reading "Physics, Bringer of Bugs" »
Monday, February 20. 2017
Mist-erious Lines
Greetings and salutations!
To start with, this week's screenshot: the unlocking of a twice-locked door. (Some of the art and text shown is still place-holder.)
Aside from quite a few minor changes (including a fair few bug-fixes), three pieces of significant progress were made in the week just past:
Continue reading "Mist-erious Lines" »
To start with, this week's screenshot: the unlocking of a twice-locked door. (Some of the art and text shown is still place-holder.)
A twice-locked door. (Some of the art is place-holder.)#ADoorToTheMists #screenshotsaturday #gamedev #indiedev #indiegame pic.twitter.com/XkFcqZmcJK
— Ian Eborn (@EbornIan) February 19, 2017
Aside from quite a few minor changes (including a fair few bug-fixes), three pieces of significant progress were made in the week just past:
Continue reading "Mist-erious Lines" »
Monday, February 13. 2017
Minigame Puzzles
Greetings and salutations!
For this week's screenshot, a look at a new minigame-puzzle:
Aside from a general report on the progress of the first level, today's blog post focusses on two minigames present--for now, in one case--in A Door to the Mists:
Continue reading "Minigame Puzzles" »
For this week's screenshot, a look at a new minigame-puzzle:
A new minigame puzzle: arrange items to reveal a pattern #ADoorToTheMists #indiegame #gamedev #indiedev #screenshotsaturday pic.twitter.com/96DXsQZmB8
— Ian Eborn (@EbornIan) February 12, 2017
Aside from a general report on the progress of the first level, today's blog post focusses on two minigames present--for now, in one case--in A Door to the Mists:
Continue reading "Minigame Puzzles" »
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