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Dev Diary #16: This Week At A Glance (Plus A Video!)

Here’s a quick glance at what I got up to this week with gamedev: Updated dungeon appearances and colour palettes for several areas. Updated sandstorm effect with some cool rolling clouds. Implemented and tested some gameplay-relevant weather effects. I also tweaked the procedural generation algorithm for dungeons – can now generate rooms with central “pools” of…

Gamedev Grievances #37: Flying Over Oceans

With another hectic year of study over and exams done, I’ve finally finished my undergraduate studies in engineering! Which means I’ve also finally got back into the groove of gamedev and have been putting some of the finishing touches on Ambience. (Don’t worry, I definitely haven’t given up on Ambience at all! I’ve just been…

Dev Diary #15: Ten Things I Did This Month

Just as a reminder (to myself, mostly) that I’m still making good progress on Ambience, here’s ten things I got up to over the past month: #1: Added randomly-generated quests. This turned out okay in the end, and in general it doesn’t do anything too stupid (like giving the player a Surefire Flower in exchange…

Gamedev Grievances #36: More Pixel Art By A Non-Pixel Artist!

So with another semester of uni over, I’ve finally had some more time to work on Ambience and start applying some of the finishing touches. One of those “touches” is revamping the characters’ mugshots, which I originally made over a year and a half ago (wow, how time flies!) and posted on here. Since then, though,…

Dev Diary #13: Pathfinding, Line of Sight, and More

I wasn’t really sure what to call this post, since I’ve been working a lot on tidying up Ambience but haven’t really been particularly stuck on one single thing to write a “gamedev grievance” about! So I figured I’d write up a short summary of the many things I got up to this week: Fixed…

Gamedev Grievances #34: Taking Up Arms… Literally

A long-standing “feature” of Ambience has been the somewhat embarrassing fact that, well… none of the characters seem to have arms. This was primarily because I’ve never been great at pixel art, so approaching this from a purely artistic perspective would have made for a very big and very painful job. First, I’d have to…

Gamedev Grievances #33: Pain with Primitives

A long time ago, on a computer far far away… there once was a development build of Ambience which introduced a neat swirling light pattern in the prison-based dungeons. More recently, I decided that the light swirl was in need of some updating. It hadn’t actually changed much since the GIF above (except I might…

Dev Diary #12: The Hard Work’s Finally Paying Off!

It’s been a verrrrrry long time since I’ve posted here… but I’ve made it through another semester of uni, got back to programming and things are really starting to look good! Even though it’s been quite a while since an update here on this blog, I’ve been working on a ton of stuff Ambience-wise. Here’s…

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