This weeks update doubles the variation, as the game gets some fresh new environment graphics for every region. On top of that some new level-templates, creating new corridors and rooms for your adventures! READ MORE
Captain, we are encountering what looks like a tornado season on the planet’s surface. This might fling you around a bit, and shake up your deck of cards.. but don’t worry.. it’s not all bad! READ MORE
A very simple, and fast solution to adding fake lights to any flat 2D scene. It works on both high-res scenes and low (pixelart) scenes. Using a couple of sprite-images and a little blending mode. READ MORE
I wanted to create a node-based mission screen, but had no real idea where to start. Eventually I ended up with a fairly simple solution which works and is easy to implement.. just how I like my code! READ MORE
A short update but an important one, as the game now reaches version 1.0.0 ! Alongside this milestone, the game also launched on iOS today, so you can now take your Space Grunting card battling on the move! READ MORE
This weeks update contains a lot of polish ! Polish in the way of statistics, leaderboards, better menus, improved characters, better balancing of fights, and for the full list, read the rest! READ MORE
Captain, this week we introduce the big bad boss into space, see if you can confront him and take him down. We also have a new arsenal of cards and a host of fixes and tweaks ready for you to encounter! READ MORE
Creating alien plant forms, more humanoid enemies and making it possible for all items to get damaged causing all sorts of problems when you use it.. it’s been a fun week in the world of Space Grunts 2 ! READ MORE
Two very important bug fixes, one fixing a lot of “budget” Android devices not being able to run the game beyond a black screen. The other bug fixing a problem with missions not being able to complete (or taking a LOT of levels) READ MORE
The heat-wave hits hard this week, so I traded my game-development for pixel-pushing and started drawing a bunch of stuff that the game still needs. Luckily there are still many aliens and tilesets to be drawn! READ MORE
The major focus this week was on some reprogramming of the monster AI, by adding signal-maps to the game, allowing fun toys like signal-bombs to distract or lure aliens. I’ve also plugged in some funky A*-pathfinding mouse-controls and made sure that bomb-explosions now also cause walls to be destroyed.
All in all, a week with small but important changes to Space Grunts 2. Check out the video, and read the tech-blog by clicking! READ MORE
A new game project starts here and it’s called: Space Grunts 2 ! Let’s first set some rules on what this game should be and limit ourselves so that we can, hopefully, have a short development cycle READ MORE
Another flow to the game, new missions, new items, shops and even some new graphics. Not a bad couple of weeks working on the game. Read more for the biggest changes, and a full list of bug fixes and additions. READ MORE
Gunslugs 3: Rogue Tactics is the title for my next game, or at least the working-title. The original Gunslugs (close to 4 years old?!) was my first attempt at adding some procedural and rogue-like elements to a platform run-and-gun game, and I did a bunch of things right, and … READ MORE →
Welcome to the Meganoid(2017) post-mortem, as promised a few weeks ago, this post-mortem goes into the details on the Meganoid figures and stats. Without context the stats are pretty much silly numbers, so please make sure to read all of this because there … READ MORE →
This is just a little teaser of the trailer I’ve been making this week. The full trailer is a little over a minute, and I’ll put it online when the game releases (cause it hopefully tickles people to go and buy the game when they see it!)
I’ve been hard at work on polishing the gameplay. There are now proper level-templates used for every world, so there is a real sense of progress and a real variation between the different area’s in the game.
Seeing as next week March starts, and my target date was March, it will be a few weeks of cleaning up and adding the final things (and with final things I mostly mean the end-boss, as it’s the only missing feature at this time).
I’m waiting for the high-res art to come in for Meganoid, and I’ll have to do a trailer and then setup all the store pages (ios,android,steam) with banners and such and start adding achievements and leaderboards to the game.
In theory that’s all do-able in a single week, but I don’t plan on rushing this one out. Also GDC starts next week, Nintendo is relasing it’s Switch console, so a lot of stuff happening already in the world of games. So for now, I’ll target final week of March for the release.
I might squeeze in a pre-order discount thingie before that, so make sure to sign-up to the newsletter and not miss out on that!
This week I added a few of the bonus-area’s. These area’s usually require you to find a specific item, and use it at the right spot. It won’t be easy, and you won’t bump into this on every play-through, but that’s the cool thing about it! READ MORE