The Salty Programmer: The Great Dictator
Don’t ever mess with a lead programmer! (production code from a game for Nintendo DS )
Born of Fire Gameplay Video
Here it is!
The King
Here’s the king making a lonely stand against the armies of hell. The skill icons are placeholders, they will be replaced in the final version. While not much to do on the programming aside from fixing occasional bugs, there is still a hell with over 30 maps to lay out, 4 hero classes totaling 40 […]
Busy Busy
So, here goes 3 months and no update. Luckily, Born of Fire TD is still going on (it was a huge undertaking, programming & design wise) and things are right now in the phase “add one feature and nine bugs happily pop-up”. Hope to post some screens and maybe a gameplay movie by the next […]
Introducing “Born of Fire”
A bit of showing off the art style from “Born of Fire” – the upcoming tower-defense game – so here are mugshots of some of the characters. The artist in charge is Robert Gonzales.
The Making of: Orbital Decay, Part 2
…or how to make the graphics (when you’re not an artist). I planned Orbital Decay as a solo enterprise and making the graphics took most of the time: out of the 5 months it took for the project to finish, 3.5 were allocated for the graphics. I opted out for a retro-pixel art-“16 bit graphics” […]
Nostalgia
Opening old .arj archives to find an illustrated history of Piron…
Games Line-up
Unnamed Tower Defense (former known as Vorago) It’s a story-driven TD game with emphasis on RPG elements, currently under development. Assets are done 90%, code and design will follow in the next month. It was supposed to be named “Vorago”, but a game with a similar name was released several days ago. Planned for release […]
Add-On: Editor or Extra-Content?
…or both? It’s possible to start working on an add-on for Orbital Decay, somewhere in the near future, so I’m considering various features to include. One would be a mission editor for every creative player to fiddle with, where you’ll be able to create a new campaign and share it with the others. The other […]
The Making of: Orbital Decay, Part 1
This is the first post in a series that will detail various stages of the development of Orbital Decay. I felt “postmortem” sounds ugly or maybe way too common, and since this is the unusual blog, things are getting done a bit differently than in the gaming industry 😉 This part will detail the idea […]