Development news on 31. January 2019
I swear I don’t intentionally post these progress updates at the end of each month even if it seems so. 😋 Nevertheless, here’s another one…
I swear I don’t intentionally post these progress updates at the end of each month even if it seems so. 😋 Nevertheless, here’s another one…
Another month has gone by and another 2 features were ticked off. 🙂
Almost a month ago I promised to finish a game… It’s starting to take shape!
Hey, another blog post after 10 moths of radio silence! What’s happening?
I just pushed out first alpha build to my mailing list and I think it’s time to talk about technology stack that’s powering this blog and build distribution.
Christmas is here and with that also 3 new machines. 🙂 In a light of upcoming public alpha I worked on implementing machines needed for first automated tree farm and reworked world renderer again.
In first edition of Development news we are going to take a look at progress so far, rant about Twitter’s crappy video compression and make predictions about first public alpha.
Recently I wanted to model, texture, animate and export to Unity first complex machine in my upcoming game. I searched wide and far and couldn’t find simple text guide on how to animate object, correctly export it and then import it into Unity. This guide hopes to achieve that, guiding you through simple steps on how to create following windmill.
Last few days I’ve been working on machine notifications. Imagine your furnace ran out of coal or conveyor belt is backed up… As a game designer, how do you convey this information to the player?
Yes, you’ve read it right. I made a mistake and it took me 3 days to fix it. Here’s what I did and how I fixed it.
note: technical blog post ahead