Weekly Update #9 – A change of tack
I missed my weekly update last week because I didn’t have much to talk about. Sometimes that’s just how development goes. A feature, or series of features, can end up…
I missed my weekly update last week because I didn’t have much to talk about. Sometimes that’s just how development goes. A feature, or series of features, can end up…
First up, here’s a list of what’s been done this week. + Added NPC’s to the game engine & a data structure to support them + Added basic NPC interaction…
For those of you following this series of posts closely, you may have noticed that I missed last weeks update. I was away for a few days taking a break…
Its been a huge week in terms of progress. Here’s a quick list… – Reworked the tile queue system – Added a temporary GUI – Please ignore the appearance, its…
This week I’ve been working on the core puzzle mechanics. I’ve added in the feature I mentioned last week and I’m currently wrestling with my code to get it to…
This past week has been interesting. Playing some puzzle games I had a sudden realisation about one of the core mechanics in my game. I’ve yet to implement it but…
Progress this week has been a little slow so this will be a short post. I’ve been focussing on the level editing tools which I need in order to create…
Another week has passed so its time for the second of my weekly development updates. This week the vast majority of my time has been spent getting a basic inventory…
As promised, I’m going to attempt to write weekly updates covering the development of my new game (working title – PPRPG). My aim is to chronicle my progress and share…
I’ve recently being playing with both Unity and Blender to determine if I should adopt them for my next game. Whilst working through a Unity tutorial I came to the…