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Alchementalog #8: Do It Again, But This Time In 3D

In which we add some depth to the ore generation in Alchementalist.

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Alchementalog #7: Mining for Content

How do ore be? Today, we’ll find out as we generate our ore deposits!

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Alchementalog #6: Burying Treasure and Stopping Draughts

In which we go through how treasure rooms and trap rooms are decided (and finding where to place those pesky doors)

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Alchementalog #5: Fixer Upper

Table of Contents Where We Stand Centering Ourselves A Link in the Chain Where We Stand In the last devlog, we tackled the problem of adding flavour to the map in a way that makes sense. Now, let’s do a little bit of refactoring of some of the previous code to fix up some small […]

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Alchementalog #4: The Essence of Flavour (Part 2)

A look at the process of adding flavour to a randomly generated map…

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Amaze Me Game Jam Post-Mortem for Neon Run

Table of Contents Introduction The Goal The Process Starting Up Differences in Difficulty Throwing Shade Mr Sheen Player Feedback The Mistake What the Hell… Overall Feelings Introduction Back to TOC We’re in the post end-game now. The community votes are in and everyone’s just waiting on Yoyo’s official rankings and then the whole jam will […]

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Alchementalog #2: A Song of Stats and Boosts (Part 2)

In A Song of Stats and Boosts (Part 1) we covered the stats part of the system, both in terms of the player and the spells. In Part 2, we’ll be going over Spell Boosts. What are they? How are they implemented? Etc, etc. As I said previously, Spell Boosts were a kind of nebulous […]

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Alchementalog #2: A Song of Stats and Boosts (Part 1)

Despite the fact I’ve been doing pretty regular mini updates on Twitter, Reddit and Youtube, I haven’t really written a proper devlog entry for Alchementalist yet (I mean, I’ve kind of done one previously, but that’s it!) So let’s rectify that! In this devlog, I want to talk about the work that’s gone into the […]

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Recounting A Successful Failure (The Spaceslingers Post-Mortem)

This is the part two of my original post A Pre-Post Mortem About Marketing, if you haven’t read that, I highly recommend you do so as I won’t be covering the same material here and a lot of people found the original post helpful. So what does a successful failure look like? Well, first, let’s […]

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Alchementalog #1: Paying Attention to Detail

I’ve been doing a lot of work recently on enemies in Alchementalist. I want to get the game into a state where I can really test different mechanics out and see how the emergent gameplay works, and that means populating the world with a bunch of bad dudes intent on making your life as a […]