A very tight schedule giving me only a few more weeks before we go into public early-access.. let’s see how far we are, and what’s left to work on before that happens? READ MORE
This week’s video covers most of the development work I did this last week, but there’s still some pondering going on about alien plant forms! 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
Drawing calls and drawing pixels, this week development of Space Grunts 2 was mostly about drawing in one way or another! Also finding out what makes the classic sci-fi look work! READ MORE
With this weeks video covering the mostly non-technical stuff, let’s dive a bit deeper into the other changes I made. This includes new camera code, but also new and more moody lighting. 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
Door generation with keycards and locks, a host of new cute little aliens, and some explosive additions to your card-deck in this weeks devlog! READ MORE
A short list of maintenance bug features, preparing the game for next Tuesday’s Android release! READ MORE
World generation and card battling.. Space Grunts 2 is getting a bunch of new features and changes in this weeks update! 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
The game is now available (on iOS) ! And a much overdue list of fixes, changes and improvements.. seems like I skipped a few versions in these blog-updates! READ MORE
Trucks, guard-towers, sticky bombs and manual aiming are just some of the new things in this build. And that’s not even mentioning all the improvements on the “old” things in the game! READ MORE
Combining two big updates into one! Redesigning the way skills work and the whole skill interface, and of course a huge amount of fixes, changes and improvements! READ MORE
Let’s just release this build already, because the “change list” is overflowing! Final update before this game goes in a public-beta! so check what’s changed, new and improved! 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
A weekly Development-copy of Gunslugs: Rogue Tactics while it’s in development for the coming months. For $2+ Patreons! 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
Releasing games often leaves room for experimentation. So I decided to check out the “Early Access” version of Google Play, and release Meganoid into it.
Basically this is a public BETA test of the game, but, that’s kinda what Early Access is at it’s … READ MORE
Can you smell it? It’s the smell of a game release nearing.
It feels so long since I released my last game, but in fact it was just last June when Heroes of Loot 2 hit the stores. Now I’m preparing the release … 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!)
Creating the trailer I had a … READ MORE
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 … READ MORE
Let’s not get into a fight: I’m not here to say what exactly a rogue-like is or isn’t.. but some elements of “rogue likes” should be in all games!
Meganoid comes with some of the rogue-like elements that I love in games. … READ MORE
So another week with all my time put into the Meganoid reboot (still thinking about the name.. Meganoid reboot.. Meganoid 2017.. not sure yet).
Right now we actually have a fun playable game, I added the third environment (world) to the game, … READ MORE
Surprise! and not just for you, also for me! Creating a new game in the Meganoid universe has been an itch for a while now. I think I showed some early video’s from a new “Meganoid” game back in 2015 and then … READ MORE