Hey there folks! On Saturday, May 18, we recorded a live podcast on Ustream, it was pretty neato.
In case you missed it, we’ve got a few places you can watch or listen to it below. Sorry about the quality, this was our first time recording live and we’ve come to discover that recording on ustream is a little… um… awful.
Catch the video below or on Youtube.
Catch the audio below or on iTunes in a day or two (once itunes refreshes the feed).
We just gave a short talk on our 2D solution for City Quest. It’s not too deep into it, but it does detail what sorts of systems we’re using!
Take a look, hopefully it’s useful/provides some interesting ideas !
We made another game! It created in 72 hours for the 25th Ludum Dare Game Jam. The team was me (Ryan), Jon, and our friends Nick and Akash. We ranked quite highly in all categories, and were voted #3 overall. It was pretty nifty.
Hey folks, Ryan here!
I thought I’d give you all a bit of an update on how things are coming and what we’ve been up to, since it’s been a bit since we last posted.
We’ve been working feverishly on Dungeon Crawler trying to get something interesting to your eager eyes. Many of the systems are nearing a playable state, they just need to coalesce!
Personally, I’ve most recently been working on monster AI. We’re using a splendid package by Angry Ant called Behave. It’s a nifty behavior tree plugin to make complex AI decision-making easy to use.
I was able to get a pretty decent general mob AI worked out in a matter of nights (of course, since I work fulltime, it was only a few hours each evening). There are certainly bugs in logic and code to work out, but I think it’ll prove to be quite interesting.
On another note, who’s Excited for the Oculus Rift? I know I am.
Updated versions of our Ludum Dare #23 game jam entry (Redbeard the Borrower) are now available here in Windows, Mac, and web flavors! Fellow Ludum Dare entrants, please check one of these out for the best Redbeard experience (the official Ludum Dare entries are still available on our Ludum Dare entry page, but you probably got to this page from there…).
Added joystick support for Windows and Mac.
Updated the splash screen with sweet visuals and information on the new control schemes.
Changed the player camera!
Human AI fixes (now the detection ray is cast from the head and he can no longer spot the character out of his buttocks).
So I decided to go look at this musty old blog and see when the last time we updated was. I was surprised to find that it was actually less than a year. Not much, mind you, but still, less than a year.
Upon learning this, I decided to not let said year come and go. After updating the blog software and installing some anti-spam measures finally, I’ve gotten around to actually writing a post.
What have we been working on this past year? Lots of things, in various phases, but most recently, Dungeon Crawler. To give a quick rundown on this, Dungeon Crawler is pretty much what it sounds like. Head into a dungeon, kill a bunch of monsters, find as much treasure as you can, and probably die in the process. We’re still pretty early in development, but a few systems are in place.
I, personally, have been working a lot on the User Interface. I’ve got inventory management mostly worked out, spell-casting in place, a system for Auras, tooltips, and a few other random systems. It’s coming along nicely, and we should have some fun progress to show in the next few weeks. That is, of course, if we can tear ourselves away from development to update here.