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Solo dev Lincoln McCulloch’s all-consuming journey to develop Dungeons & Kingdoms

PreMortem.Games

I then had enough time to focus on game dev, so I made the decision to start changing careers. I didn’t really think about what it meant to be a solo dev, I just focused on what I wanted to do which was learn how to make games. I knew plenty of software devs, even some that were making games, but they worked for game companies.

Dev 145
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The Kristala Dev Blog - Issue #30

Astral Clock Tower Studios

Thanks for tuning in to another exciting issue of the Kristala dev blog! Since embarking on the huge endeavor to completely revamp the entire Kristala demo, we've had our artists and modelers working hard to recreate some of the props and environmental elements that already existed in the original Dalamase demo level. Concept Art.

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

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). 3D Generalist Karena also spent some time wrapping up a few ongoing designs over the past month.

Dev 52
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Ask a Game Dev - Untitled Article

Ask a Game Dev

All branching conditions and where the branches lead How this scene handles the different branches that lead to this scene A brief description of what happens during this scene Any sort of other requirements for this scene (props, character models, voiced lines, environments, animations, etc.) Let’s continue with the second half of the quest.

Prop 52
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It Takes Two (Of the Worst People In the World)

The Bottom Feeder

As the parents fight their way through the crawl-space, attic, clock, and extra-planer wonderlands in their house, you will hear them whine, complain, and deliver constant passive-aggressive insults. It skips from action to pvp games to puzzles to boss fights with blinding speed. Props to them for trying. All killer, no filler.

Art 52
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The Forgotten City (2021) revisited

Radiator Blog

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. The final boss fight is a conversation, and the ultimate weapon is. The Forgotten City (2021). They had to rebuild Skyrim systems in Unreal. philosophy and logic!!

NPC 130
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Deathloop deconstruction / design thoughts

Radiator Blog

Perfect for pretending to have played Deathloop if you find yourself talking to a game dev. Not that you should ever talk to a game dev. This fighting game health mechanic is too fussy and unreliable for a busy shooter. They're small little bottles that blend-in with junk prop set dressing from a distance.

Fighting 130