I’ve been wanting to have the place holder brambles replaced for a while, but other things have had higher priority. No longer! I’ve also added a new environmental hazard, the corrupted oak you can see covering a full hex on the bottom right corner here.
Read MoreScreenshot Saturday 20110730 0
New images from our WIP game. I had initially intended to replace those placeholder brambles this week, but we got focused on other issues. Now that we’re much happier with the playtests, the main focus was to get things to look nicer, as Yuriy had quite rightly pointed out that the scenes looked very flat. …
Read MoreUpdates for March 7-14, 2011 2
There’s been some changes on the development branch of UnitySteer since 2.1 was released, mainly: Radars will now disregard disabled vehicles by default. While this is a divergence from the previous behavior, which would detect all vehicles, I don’t really expect there are many use cases out there for detecting disabled vehicles. If you have …
Read MorePostmortem: The whole indie gamedev thing 16
Tying up the Wallachia postmortem series with an overview of what went right and what went wrong with the project.
Read MorePostmortem: Excess in moderation 4
Reviewing the time it gets us to get through the art pipeline against the project goals.
Read MorePostmortem: Stage testing 0
After getting a good art team set up, I start testing different approaches to the stages. The old question: square or hex grids?
Read MorePostmortem: Quality improvements 2
More lessons from our last narrative, plus we finally start working with good artists.
Read MorePostmortem: Laying tile 1
All through the process of wrangling the art contractors I’d been unable to focus on the gameplay, so instead I turned to the old flame: procedural generation.
Read MorePostmortem: Lost in translation 2
Once more unto the art breach…
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