Remember last devlog (only an uncharacteristically short two weeks ago!) where I said I was still working out a good workflow for skin textures? Well, surprisingly...it seems like I maybe kinda sorta already found one? The caveat, of course, is that this is the workflow at least until something better comes along—but honestly, I'm surprised... Continue Reading →
I Am Become GameDev, Creator of Guys
Editor's note: Originally the cover photo for this post was simply the painting "The Creation of Adam" by the ninja turtle that likes to party. However, while not too spicy for the Vatican, various medias social flagged it for nudity, so I photoshopped some blue jeans on our boy Adam so you wouldn't be subjected... Continue Reading →
I’d Rather Be Here Than Philadelphia, or: The Pleasures of Location Scouting
Long before I had ever visited, I was in love with the Pacific Northwest. A primary source for this ardor was — shocking no one — Twin Peaks, but the kindling was already there as early as Astoria's Goondocks. Later, the temperate rainforests of British Columbia would further fuel the fire by standing in for... Continue Reading →
It Is Happening Again…
When I first started working on Terror High, it was in Clickteam Fusion 2.5, an engine I had essentially spent my entire gamedev life in. As longtime followers will know, I made a decision relatively early on in the process to switch iHorses mid e-stream to Unity. This was not without its complications, as I... Continue Reading →
My Devlog Has Something to Tell You
If there’s one thing I’ve learned developing Terror High, it’s that writing regular devlogs is not my strong suit, and I’m much more interested in environmental design than nuts-and-bolts game mechanics… Okay, the two things I’ve learned developing Terror High are writing regular devlogs and working on nuts-and-bolts mechanics are not my strong suit, and... Continue Reading →
Waiting for the Great Leap Forwards
So, uh...how about that dang ol' 2020, huh? A lot has happened in the world since I last wrote you, Terrorteers, on both a macro (a deadly pandemic, a rapid slide into a dystopian police state, murder hornets) and micro level (friendships and relationships coming and going, moving across the country, career changes), but there's... Continue Reading →
Digital Light & Magic
Working on combat AI is all well and good, but Terror High is, at its heart, a horror game. After months of staring at bright, fully lit sprites, I've been ready for something a little different, something a little more atmospheric...something a little spookier. I love working in 2D, but as we've discussed previously, it... Continue Reading →
Mortal Combat
Ahoy, Terrorteers! During the radio silence since my last update, I've been hard at work on a variety of subsystems that are finally starting to coalesce into an actual combat system. One of the major components of this is enemy AI. I've got preliminary AI in place that allows for enemies to hear you, search... Continue Reading →
Happiness Is a Warm Crowbar (or Baseball Bat, or Axe, or…)
First, the bad news: I know I got you all excited for a riveting discussion of tiles this week, but as it turns out, I misled you. We will actually not be talking about tiles this week. For that, I'm sorry. My dissertation on tiles will have to wait. (Tiles.) But, the good news is:... Continue Reading →
A Matter of Perspective
In game design, as in life, we are presented with choices. From the start, I knew Terror High was going to be a 2D game. This was dictated both by the engine (Clickteam Fusion 2.5, for those curious) as well as my own skills as an artist. But what kind of 2D? When it comes... Continue Reading →
