Let’s get renderin’
Having thinly veiled placeholder images is fine on first days of production, but it really pays to have at least a rough
and occasionally writes a devlog
Games we are developing.
Having thinly veiled placeholder images is fine on first days of production, but it really pays to have at least a rough
It’s time to get some visuals going. Since I am no artist, this is no spectacular – but I thought it’s a
Pushing “In Dead Company” AI to its limit I found a strange thing. When I spawn hundreds of combatants, frame rate drops.
I spent most of today code-time hunting a curious leak. Not memory leak, mind you – memory consumption was perfectly normal. I
A simple JRPG, which eventually evolved into “In Dead Company”. It has roughly 2 hours of gameplay and an engaging story, yet
So, what is this about? You get to take up a mantle of necromancer on quest for revenge. I call it a
Gameplay and Story Segregation really gets on my nerves. Especially with RPGs. Story takes place in a city with thousands of souls, yet