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Cave In - Puzzle Adventure Game

DevBlog #2 – Unity 5 DynamicGI. May 5, 2015. We switched over to Unity 5 fairly early on in the development of Cave In. This was due in large part to the new PBR system and dynamic global illumination. […]. April 20, 2015. While I suppose my previous articles have been devblogs I never labeled them as such. This will be the first devblog, of hopefully many, for Cave In as we continue to […]. March 16, 2015. Inventory System and Level Design. February 14, 2015. Subtitle System in Unity. December 19, 2014.

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Cave In - Puzzle Adventure Game | caveingame.com Reviews
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DevBlog #2 – Unity 5 DynamicGI. May 5, 2015. We switched over to Unity 5 fairly early on in the development of Cave In. This was due in large part to the new PBR system and dynamic global illumination. […]. April 20, 2015. While I suppose my previous articles have been devblogs I never labeled them as such. This will be the first devblog, of hopefully many, for Cave In as we continue to […]. March 16, 2015. Inventory System and Level Design. February 14, 2015. Subtitle System in Unity. December 19, 2014.
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Cave In - Puzzle Adventure Game | caveingame.com Reviews

https://caveingame.com

DevBlog #2 – Unity 5 DynamicGI. May 5, 2015. We switched over to Unity 5 fairly early on in the development of Cave In. This was due in large part to the new PBR system and dynamic global illumination. […]. April 20, 2015. While I suppose my previous articles have been devblogs I never labeled them as such. This will be the first devblog, of hopefully many, for Cave In as we continue to […]. March 16, 2015. Inventory System and Level Design. February 14, 2015. Subtitle System in Unity. December 19, 2014.

INTERNAL PAGES

caveingame.com caveingame.com
1

Team - Cave In

http://caveingame.com/team

Tim “Danto” Pelham. I’m the lead designer/artist/programmer for Cave In. I’ve been working in game development in one way or another since creating custom levels for the original Wolfenstein game. Video game development sure has changed since then, but not my desire to create awesome experiences in video games. I’ve always felt that games were an incredible medium in which to tell a story. Designed and Developed by Dipali Dhole.

2

UDK vs. Unreal Engine 4 - Cave In

http://caveingame.com/udk-vs-unreal-engine-4

Raquo; UDK vs. Unreal Engine 4. UDK vs. Unreal Engine 4. July 1, 2014. So far I’ve been using UDK. For developing Cave In and it’s been a rather fun and interesting experience. While I’ve been using Unity. For the last couple of years developing NuVera Online. I’m no stranger to the Unreal Engine as I use to make level/code mods of Unreal Tournament 2003. Back in the day. I was rather excited to be developing on an old friend and the ability to release commercial content with it was even more exciting.

3

Inventory System - Cave In

http://caveingame.com/inventory-system

Raquo; Inventory System. July 22, 2014. It becomes easy to get caught up in building the models and art for Cave In, but given that it is a video game there does need to be interactivity as well. In this article I would like to touch a bit on our thoughts for the inventory system in Cave In. The first step was setting up some the interactive elements so that a player could walk up to an inventory item in the world and left click on it to pick it up. This was fairly simple to setup in UDK and even eas...

4

Development Screenshots - Cave In

http://caveingame.com/media

Raquo; Development Screenshots. Below are a few screenshots of Cave In in early development. Expect many changes as we continue to create the world of Cave In. Designed and Developed by Dipali Dhole.

5

Smart Phone Inventory - Cave In

http://caveingame.com/smart-phone-inventory

Raquo; Smart Phone Inventory. March 16, 2015. July 26, 2015. In my previous developer blog I discussed a bit about handling inventory in Cave In and a lot has changed since then. Inventory is a core element in Cave In as we want to integrate that feeling of old school puzzle adventure games with modern mechanics. This being said I decided to go a different direction in how we handle not just inventory, but our user interface over all. On top of. The nice thing about the newer Unity. GUI system is that we...

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Cave In - Puzzle Adventure Game

DevBlog #2 – Unity 5 DynamicGI. May 5, 2015. We switched over to Unity 5 fairly early on in the development of Cave In. This was due in large part to the new PBR system and dynamic global illumination. […]. April 20, 2015. While I suppose my previous articles have been devblogs I never labeled them as such. This will be the first devblog, of hopefully many, for Cave In as we continue to […]. March 16, 2015. Inventory System and Level Design. February 14, 2015. Subtitle System in Unity. December 19, 2014.

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