Isla: Link roundup 11/29/16

For submissions, suggestions, or things to add, send ’em my way: @isla_es. Video of the Week: “WIRED by Design: A Game Designer Explains the Counterintuitive Secret to Fun” with Ian Bogost (@ibogost) Song thing of the week: Bate Rigason’s “Neon Genesis Evangelion – Fly Me To The Moon (Bate Rigason Edit)” Reading material: “My Sensual Journey into […]

Isla: Link roundup 11/22/16

For submissions, suggestions, or things to add, send ’em my way: @isla_es. Video of the Week: “Cartoons and Conclusions: What Gravity Falls Did RIGHT” (contains great advice for TV shows and games) by Saberspark (@Saberspark) Song thing of the week: “Home” by James Wingo (@wintermute_j) Home by James Wingo Reading material: “9 Things They Didn’t Tell Me About Being an […]

Sean: Taking a Break With Friends and Family

Short game update. Custom shader was written that solves our previous sprite problems but only on Windows. Seems to be an issue with how Unity renders things on OSX and not an issue with the shader itself. So now we wait. In other news, it is Thanksgiving and I intended to spend this week surrounded […]

Christian: Stress Test

I’m done with level  loading for now. The Json level has proved to be everything I need it to be at the moment, and our level one prototype still needs doing, so it is on to that. Almost immediately it became clear that the AI Manager would need re-working. So, what I’ve been working on […]

Isla: Link roundup 11/15/16

For submissions, suggestions, or things to add, send ’em my way: @isla_es. Video of the Week: “How to Intentionally Create Discomfort Through Game Design” from the GDC Vault (@Official_GDC) with independent designer Dietrich Squinkifer (@TheSquink) Song Sound thing of the week: “The Sound of Hyper Light Drifter” also from GDC with Heart Machine’s Akash Thakkar (@AkashThakkar) Reading material: “How […]

Christian: A Star Trek Teleporter

The goal of the level editor is, much like a teleporter, to take the map created inside of the editor, and perfectly re-create it in the game engine. To this end I have bundled all of the data I need into a single json file, mesh included. This week was spent in using the information […]

Sean: Squanching

Not much is new. Shader work has hit a bit of a wall at the moment, so I did a bit of work on a new dialog system that I am really excited about. Work bits aside I have been loving my time spent with Rise of the Tomb Raider. Exporation and platforming just feels […]

Hadi: Back from a small hiatus

Hey guys! I’ve been gone! For about a week and some odd amount of days. Since the start of my absence I have been to Las Vegas, which is an unusual place to say the least, and the computer repair shop where I have once again managed to resurrect my compooper, Slavebot. So now that […]

Isla: Link roundup 11/8/16

For submissions, suggestions, or things to add, send ’em my way: @isla_es. Video of the Week: “Infinity Train | Minisode | Cartoon Network” created by Owen Dennis (@OweeeeenDennis) Song of the week: “Greatest Expectations” from the Distortions OST by estudio cafofo (@estudiocafofo) Reading material: “Video Games are Boring” by Brie Code (@briecode) Excerpt: “I answered, and Kristina was crying. She […]

Christian: Itty bitty pieces

After a significant amount of time, I’ve been able to get the uvs and curved pieces more or less sorted out. As a result this week was spent dealing with the saving procedure. The way the game uses levels is a little bit complicated, but the basic method is that each “zone” is broken down […]