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Archive for the ‘devlog’ Category

Minima Time: Day 4

Yesterday I spent a few hours trying to finalize the game and sure enough we ran into some major bugs and performance issues.  This resulted in 2 major adjustments that made me sad.  First, I had to get rid of the pipes spewing water since I just couldn’t get performance working right online.  This was [...]


Minima Time Day 3

Yesterday, I doodled and worked on designing the world some more. I wanted to add some more cool time affected objects so I put in some simple water and missiles.  When you slow or stop time, you can walk on water.  With time slowed or stopped you can jump on missile smoke trails… of course [...]


Minima Time: Day 2

It’s been a blessing to get the basic platform mechanics coded quickly in the game since they are very similar to Minima Bomber, but it’s also been a curse because having a lot of gameplay working has left me more time to expand the scope of the game.  It’s given me more time to doodle [...]


Minima Time: Day 1

I spent most of the day yesterday working on a free game for March’s Experimental Gameplay project.  The theme is 10 seconds so the gameplay revolves around time of course.  In order to get this game done in a decent amount of time, I’ve decided to bring back Minima Bomber.  The game is being done [...]


Metal Tile Texture Study

Zak recently finished a new ’simplified’ metal tile set. I used our nifty level editor to compare these 2 different tile sets next to one another and take a screen capture.  The left block is the old detailed metal textures we were using.  These looked great in static images, but as we’ve started working on [...]


Astral Hunters: Seams Fixed

We are getting closer and closer to having a ‘final’ screenshot.  Ultimately, I don’t think the prologue’s hulking metal spaceship is ever going to be that interesting looking, but it certainly looks better than the colored blocks we started with and has fixed the seams that were there before.  The level editor can sufficiently build [...]


Game Name Voting Breakdown

I am thrilled that our Scifi project, previously known as Project K, finally has a name.  We held a poll and let blog readers vote and decide our game’s name.  It was a pretty decisive victory for Astral Hunters as you can see above.  One of the names I came up with got a pitiful [...]


Level Editor Updated

The new background tiles brought out even more of the deficiencies of the Level Editor.  It became immediately apparent that it was very inconvenient to only be able to view 1/4 of the game screen.  So after the new background tiles were put in and loading/saving correctly, we went about tweaking the interface of the [...]


Astral Hunters is on the Horizon

Astral Hunters is coming

I admit we’ve been pretty terrible at updating the blog lately, but the main reason is because we’ve been hard at work trying to get Astral Hunters named and playable. Well that first part is done, Astral Hunters was pretty much the unanimous choice so all that game naming nonsense is behind us. [...]


Prologue Background

We finished up the first background for the prologue.  It’s also the first planet that will be explored.

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