Jamie ZerilloMay 22, 2021Creating NPC ClothingWhen creating NPCs, we sought to create a system that brought life to the city in a background sort of manner. To make sure these...
Naomi MastersonMay 20, 2021Smaller Environment InteractionsFor the first part of development, our game was 50% combat, 50% walking sim. If you weren’t fighting, you were looking for something...
Claire RodriguezMay 20, 2021Making Melody's SlashVSFX are the key to making any magic power or sci fi blaster look and feel like it’s actually doing something. Melody was walking around...
Claire RodriguezMay 20, 2021Making the Occlusion MaskWhen it comes to a fixed camera, one of the biggest issues that comes up is objects blocking your screen when you walk behind something...
Alexander CroomMay 17, 2021Wayfinding in Procedural EnvironmentsLast time, when we talked about improvements in a procedural environment, I briefly mentioned the topics of wayfinding and mini-maps....
Alexander CroomMay 15, 2021Improving Procedural Environments - Pt. 1As a procedural systems designer, you start to realize that different things you have created can very quickly take on lives of their...
Alexander CroomMay 15, 2021Designing 4-Player Couch Co-opEarly on in the project we knew we wouldn't be able to work with network multiplayer within the timespan of the project. We also knew...
Alexander CroomMay 3, 2021Creating the Charge AttacksAs our team moved into the final quarter of our development cycle, we knew from all the feedback we had received thus far that we needed...
Alexander CroomMay 2, 2021Bug Fixing and Persistence as an Indie DeveloperWhen you work as an indie dev, your resources are limited, your funding is small or non-existent, and you try your best to make things...
Alexander CroomApr 18, 2021Creating a Procedural City - The FillerWhen creating our procedurally generated city, we've split things up into a number of categories and sub-categories. Two of these main...
Alexander CroomApr 12, 2021Creating a Procedural City - The Roads Pt. 2The original concept was to create a system that was relatively random, having roads that darted left and right in a random zig-zag...
Alexander CroomApr 2, 2021Interface Design IdeationBecause we knew pretty early that plenty would be happening on-screen simultaneously, minimal and compact UI design was a must...
Alexander CroomApr 2, 2021Creating a Procedural City - The Roads Pt. 1As we were concepting the idea of Project Pulse, we were actively toying around with the idea that we could use procedurally generated...
Alexander CroomMar 31, 2021Designing the Basics of the BeatWhen designing Project Pulse, we knew already that we were creating a rhythm game, and the rhythm was going to need to feel right...