GDCR – Experimental Gameplay Workshop 2017

Welcome to Game Development Conferences Redux, a place where it is attempted to condense the contents of hour-long game development videos, in compact, written format for those with less time. For this issue we are covering the contents of the 2017 Experimental Workshop from GDC. Where in a nutshell, the Experimental Workshop is a collection... Continue Reading →

Advertisements

Reusable Audio Mixer Settings

Audio is one of those things any game that is made will inevitably need to incorporate one way or another (unless it is just that extravagant of a game idea). So if you are one of those that plan on making several games, might as well make a good system that can be easily reusable... Continue Reading →

What I’ve Been Working On: Quest System Pt. 2

  Last time I showed this little quest system it was but a bare skeleton without functionality (other than redrawing itself as needed) and now it is finally functional. Added some more visual aids for easy readability including a human readable display of the conditions, warnings and error boxes for invalid fields and content and... Continue Reading →

What I’ve Been Working On: Quest System

I know, I know, a quest system? Really? But hear me out, this system isn't to support the expected fetch quests or RPG trope-based type of missions only, but instead it is an universal system intended to easily deploy unlockables, achievements, and pretty much anything that needs to track certain variables to change the values... Continue Reading →

Made A Variable Visualizer & Editor

There are some things that all games have in common when it comes to functionality (at least when it comes to platform-based games). Some examples for these modules include save file management, achievement and mission tracking, audio and video options, object pooling or performance-related modules, and even rebind-able key and controller options. And sure, these... Continue Reading →

Unity Tip Of The Day – Custom Scriptable Objects Icon

If you use Unity to develop your game and know about its scriptable objects you might know just how useful they are. If you don't knot about them stop reading this, and read tutorials on them instead. But basically, scriptable objects are little container classes where you can store "hard-coded" information. What do I mean... Continue Reading →

Calling Methods from Inspector In Unity3D

If you came here only to have inspector methods working on your project, just skip to the bold and underlined text before images. Also keep in mind this only works with methods that have either none or ONE parameter. After using a tool for very long you start noticing there are tasks that you end... Continue Reading →

Let’s Play – KNIGHTS

I know it might sound weird that someone wants to make a "Let's Play" video about a puzzle game. I mean, usually these type of videos are more action focused. But well, given how big the world is, someone had to be the exception to that rule. Some time ago my contact email was flooded... Continue Reading →

KNIGHTS – Addendum

The first week of sales for KNIGHTS went extremely well, in fact I never expected them to be this good o-o". So far the reactions, feedback and overall comments I've received are overwhelming. So thank to you everyone that was part of the journey until now.   KNIGHTS is unworthy of a GOTY award, it... Continue Reading →

Powered by WordPress.com.

Up ↑

%d bloggers like this: