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From a game dev perspective, it's been fascinating to play. In this post, I compare and contrast the original and this modern remake from a dev / design perspective. A hostile NPC statue wakes up, which means you can lure it away from the door.) The Forgotten City (2021). They had to rebuild Skyrim systems in Unreal.
Or die trying The team at Fun Dog Studios developed a dynamic combat system that keeps NPC enemies constantly fighting each other. Fun Dog Studios was founded when a team of 30 veteran devs came together to build their own dream game. Just remember, your character is not the chosen one determining the course of the war. Or die trying.”
WE SHOULD ALL DO THIS / STEAL THIS: Dev-owned wiki. The dev team "SureAI" operates the official Endreal strategy guide and lore wiki. Whenever an NPC is about to dump backstory and exposition on you, they'll ask you to take a seat. Diegetically, the NPC has to prepare a machine or potion, or get supplies, or whatever.
Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ Expertise on visuals like lighting, rendering, shaders, etc. should be directed elsewhere. Likely also locks players off from returning to the previous area. See anything I missed? Which did you get?
Although I keep an eye on general short-term trends in dev work throughout the weeks and months, the biggest revelations often don’t come until year’s end when viewed in aggregate, and in the context of previous years, once everything is integrated into the many graphs I use to monitor long-term progress/work. Including art!
We're a little late dropping this-here new issue of the Kristala dev blog, but we promise we've got a good reason. WE ARE OFFICIALLY IN THE FINAL DEV CRUNCH FOR THE KRISTALA VERTICAL SLICE DEMO! Until that fateful day when Kristala is figuratively in your hands, you already know we'll be here sharing our dev process with you.
Welcome back to ACS headquarters for another rousing installment of the Kristala game dev blog. We can't say too much just yet, but you're definitely gonna wanna tune into next month's dev blog to see how ACS kicks development into high gear. Hello, all you sweet beings and beautiful creatures! 3D Asset Design.
Hello, and welcome back to another issue of the Kristala game dev blog! Stay tuned at the end of this dev blog to get a peek at all the progress we've made on Kristala in the last 12 months. But first, let's dive into what the dev team has been up to over the course of the last sprint. 3D Asset Design. Check it out!
Welcome back to another magically entrancing issue of the Kristala dev blog. Concept Art. As part of our demo overhaul, we recently welcomed a few new team members into our motley crew in order to help us better establish the dark-fantasy vibe we're going for—including the newest member to our Concept Art team, Harold.
Thanks for joining us for another exciting and epic issue of the Kristala Dev Blog. The dev blog is where we share all the behind-the-scenes dev action for Kristala, a 3D Dark Fantasy ARPG developed by the incredibly talented team at women-owned indie game studio, Astral Clocktower Studios. Concept Art.
Welcome back to the Kristala dev blog! We know we've promised you bi-weekly dev blogs, but in truth, there's been a lot happening lately here at ACS headquarters. We know we've promised you bi-weekly dev blogs, but in truth, there's been a lot happening lately here at ACS headquarters. We're happy you're here. We promise. ;).
Welcome back to the newest issue of the Kristala Dev Blog, a monthly compilation chronicling all the magic and mystery the Astral Clocktower Studios dev team puts into indie ARPG Kristala every development sprint. Last issue, we shared 3D Character Designer Bianca's progress on the model for our Nisargan forest nymph NPC.
Hello, and welcome to the official Kristala dev blog, where we break down the development process for 3D Dark Fantasy ARPG Kristala each month. If you've been keeping up with our dev blogs already, you know that they're pretty hefty when it comes to content. Concept Art. BUT WAIT, THERE'S MORE! Kristala at Play NYC 2021.
Welcome back to another exciting issue of the Kristala Dev blog. Here's how it works: each month, we share all the progress every branch of development has made as they collectively work towards completing Kristala's vertical slice—from stunning concept art and 3D models to custom animations, level design, and everything in between.
That's why we were super excited when we learned that this year's fifth-annual Play NYC convention would be held in person (with tons of awesome precautions in place to ensure all devs, speakers, and attendees were kept safe and healthy). link] Concept Art. We can't wait to go back again next year! Check it out! 3D Modeling.
Welcome back to another exciting issue of the ever-enchanting Kristala dev blog! We'll be sure to keep you posted on all the sweet deets as we near our Patreon launch date, so be sure to stay tuned to our socials and public dev blogs for updates and announcements (including an exciting kick-off contest where you can snag a FREE PS5 ).
We're so happy you're joining us for another epically magical installment of the Kristala Dev Blog! This is the place where we break down all aspects of development for 3D Dark Fantasy ARPG Kristala—an indie game in developed by the wildly talented dev team behind women-owned indie games studio, Astral Clocktower Studios. Concept Art.
Thanks for tuning in to another exciting issue of the Kristala dev blog! Concept Art. Wanna know more about this baddies and get a glimpse behind our art process? Stay tuned for details on how you can get monthly comprehensive and even more detailed issues of the Kristala dev blog for just $1 a month!
You're currently tuned in to the official Kristala Dev Blog, a monthly compilation of all the development done on our first game, Kristala: a Dark Fantasy ARPG created by women-owned indie game studio, Astral Clocktower Studios (hey, that's us!). Concept Art. Kristala Official Gameplay Trailer.
It was like resetting a little stage-play; the NPC actors hit their marks and reappeared at their start location. We used the term actively on MUD-Dev back in the day, making the distinction between simulation and “stagecraft.” It famously only added any crafting because the dev team saw it in UO during beta. And crafting!
Their job is to choose the clearest, highest-quality words they can assemble, and (usually) give them to other devs to be put into the game. How can I get this NPC to convey a specific emotion if I don’t have that specific animation in my toolbox? What does the Art Team need to know about this quest or level? Localization.
CONTENT WARNING: This post contains discussion of gay sex acts and some screenshots with obscured pixel art nudity. In this situation, the NPC knows what you're here for and he wants it too, even if you kinda hate each other. Much of the pixel art is from the gorgeous 64x64 tileset by Yar. The awkward character art is mine.
The stunning Cruising Pavilion installation at the 2018 Venice Biennale My previous cruising game The Tearoom focused on the emotional and psychological aspects of cruising, and eventually went on tour with the fantastic group art exhibition Cruising Pavilion. However, my code randomly assigns different body types, skin colors, and clothing.
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