Hey Wizards and Sorceresses!
Long time no see ya all! My art took me away from the game dev! I’ll be back full-time on Wizards of Unica in November, but because of hundreds of hours traveling for my business I’m preparing the next phases of development. Continue reading
A small update on the latest developments, building on the concepts of the separate time queues. The work on them is almost done, and now scripts can chain actions in a mostly seamless way, as shown by the sliding gargoyle in the picture.
Solo pong, a pastime for wizards
I am still working on release 0.3 and right now I am tinkering with a brand new problem: how to create and chain timed events inside a game turn.
As always, the problem is harder than it sounds.
The sample scenario
Way back I decided that scripting should be in the game. While developing the new architecture I finally came around and did exactly that. Finally, scripting is in the game!
It was… surprisingly simple. Continue reading
The transition to the new architecture is slowly but steadily happening. Somewhere in the next couple of months it should be finished and then a new rounds of functionalities and updates will hopefully come close by thanks to the improvements, right now the management of lava has improved significantly and it no longer slows down your movements.
Lava generation (shrunk because of file size)
As discussed previously, I am implementing an ECS architecture, this has changed quite dramatically the game architecture from this Continue reading
Hi Wizards and Sorceresses,
from today on, you will be able to produce seamless terrains for your games in great pixelart! Many times I wrote about my heretical approach to produce unlegit pixelous assets from photos in order to save times, but in professional quality.
“With my method you’ll quickly produce stunning assets for your game, dear Oni!”
The floors I realized for the fire stage and the ice stage convinced me I was right, and that my method could be spread and shared. Continue reading
Some time ago I wrote about an interesting take on game architecture, Entity-Component-Systems, and just a few week ago I took the occasion of the publication of the Diablo pitch document to remember how much it is important to study and self improve. True to my world I decided to delve a bit more into ECS by studying one of the most famous game engine available today: Unity 3D.
Looking good in 3D