G-Phil

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Devlog

Stepping sidewards

Dev Update 5-Dec-2017 Hey there! Long time no see, but I can say I’ve been pretty busy! I did work on Biosignature some more and ran a new live test session with my coworkers which went well. I then decided… Continue Reading →

Flexible game AI

Dev Update 15-Aug-2017 Hello! After some more hard crunchtime at my dayjob (with weekends and all), I could now finally return to indie dev again! Although I will be busy in September, the plan for now and the upcoming winter… Continue Reading →

Cyclic Level Generation 1.0

Dev Update 30-May-2017 This time it took me a little longer to finish this next milestone – I had some crunchtime at my dayjob, so not much time to spend on working on Biosignature. However, I still somehow managed to… Continue Reading →

Culling floors, the hard way.

Dev Update 08-Apr-2017 Well hello again! The past week was probably one of the hardest for me in all the development process. I ran into a problem that occured as a side effect of me wanting to have the levels… Continue Reading →

Area based directional lighting and cyclic level generation

Dev Update 13-Mar-2017 The previous weeks were really busy! I could spend a good amount of time working on the project during the weekends, mainly on getting lighting work the way I want it to be and also on level… Continue Reading →

Video footage and implementing gameplay distribution

Dev Update 27-Feb-2017 So since I’m back on coding again, I started to design and redesign how gameplay is distributed within the generation process as well as live. I also set and reached a milestone last friday, which was having… Continue Reading →

The crew! Plus: Title announced & more 3Dness

Dev Update 08-Feb-2017 Hello! Time runs by fast! In the past few weeks however I did several things: Finally the game has a title! I also finished the player characters (first iteration) and I added camera rotation control for more… Continue Reading →

New playercharacters, also: Rendering!

Dev Update 26-Jan-2017 Hello there! I just finished the third player character! Phew! This is an in-engine, realtime screenshot: Pretty amazing result considering when I think six, seven years ago at the university, we had to wait minutes for rendering… Continue Reading →

It’s alive!

Dev Update 03-Jan-2017 Long time no see! I started working on the player characters. After setting up a solid technical pipeline I did some modeling and rigging and successfully imported the first character into Unity: Cpt. Runar “Rune” Sigmundsson From… Continue Reading →

Switch to semi-linear game flow

Dev Update 22-Nov-2016 While I was poking around the games story I figured that I need to change the games current progression system to fit new requirements. What I had was one lobby/hub level where players could join the game… Continue Reading →

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