mtnphil.wordpress.com
Week of Awesome II – day 6 (belated) | IceFall Games
https://mtnphil.wordpress.com/2014/09/28/week-of-awesome-ii-day-6-belated
Developer's blog for IceFall Games. Week of Awesome II – day 6 (belated). Week of Awesome II – day 6 (belated). September 28, 2014. In week of awesome. It’s actually the beginning of day 7 (12 hours left in the competition), but I never got around to this last night. Stopped in my tracks. I had recently (the night before) changed a bunch of model import settings needed to generate lightmaps. I started panicking a bit. I caused some bugs while building this level last night. After getting basic lightmap b...
vladimirslav.com
Blades of the Righteous: Postmortem | Vladimir Slav
http://vladimirslav.com/2014/12/blades-of-the-righteous-postmortem
Personal page of Vladimir Slav" Vladimir Slav. Personal page of Vladimir Slav. Blades of the Righteous: Postmortem. Blades of the Righteous: Postmortem. December 25, 2014 at 19:37. So, the development of blades of the righteous. Has come to an end some time ago, I’ve stopped actively advertising now and I thought that writing up an overall experience as well as giving more statistics about it could help others in their way of development. I’ve put the game on Steam Greenlight. BUT if you are trying to te...
mtnphil.wordpress.com
Week of Awesome – day 3 | IceFall Games
https://mtnphil.wordpress.com/2014/09/25/week-of-awesome-day-3
Developer's blog for IceFall Games. Week of Awesome – day 3. Week of Awesome – day 3. September 25, 2014. In week of awesome. So day 3 has come to an end, and still I haven’t begun level design in earnest. Oh well! I still have some new games mechanics to flesh out, but I’m worried the levels won’t be interesting enough. At any rate, here’s what I accomplished today:. I found a GUI skin and made a main menu that can load an arbitrary number of levels (just one so far). Week of Awesome – day 2. Fill in yo...
mtnphil.wordpress.com
About | IceFall Games
https://mtnphil.wordpress.com/about
Developer's blog for IceFall Games. This is the developer’s blog for IceFall Games. It will contain posts mainly about technical and game design issues. You can also check my youtube channel. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Google account. ( Log Out.
mtnphil.wordpress.com
mtnphil | IceFall Games
https://mtnphil.wordpress.com/author/mtnphil
Developer's blog for IceFall Games. Deeply-nested coroutines in Unity. June 1, 2016. In Unity, coroutines are essentially methods that execute across several frames. They are, in a sense, some syntactic sugar that lets you avoid having to keep track of the state of a sequence of operations (for instance, fading from one color to another) in member variables of a behavior. Instead, all state can be method-local. Refer […]. Foreshift: Ludum Dare #35 post-mortem. April 19, 2016. April 9, 2016. April 9, 2016.
mtnphil.wordpress.com
Week of Awesome – day 2 | IceFall Games
https://mtnphil.wordpress.com/2014/09/24/week-of-awesome-day-2
Developer's blog for IceFall Games. Week of Awesome – day 2. Week of Awesome – day 2. September 24, 2014. In week of awesome. Well day 2 has come to a close. I have most of the gameplay basics up and running now. I need to actually start working on level design! Hopefully the mechanics will be good enough for an interesting game. Let’s list the various tasks I accomplished today, other than the bulk of the work on the gameplay mechanics. For the most part I’m loving Unity. Nearing the end of day 1. You a...
mtnphil.wordpress.com
Week Of Awesome – port mortem for “When It’s Dark” | IceFall Games
https://mtnphil.wordpress.com/2014/10/02/week-of-awesome-port-mortem-for-when-its-dark
Developer's blog for IceFall Games. Week Of Awesome – port mortem for “When It’s Dark”. Week Of Awesome – port mortem for “When It’s Dark”. October 2, 2014. In week of awesome. Click here to play the game in the Unity web player. Sunday night we got the theme: “The toys are alive! And Back to Bed. 8211; not a big fan of Back to Bed so far though), so that was going to be my inspiration for the visuals. Working with light probes in Unity. Use this as an opportunity to become really familiar with Unity.
mtnphil.wordpress.com
Nearing the end of day 1 | IceFall Games
https://mtnphil.wordpress.com/2014/09/23/nearing-the-end-of-day-1
Developer's blog for IceFall Games. Nearing the end of day 1. Nearing the end of day 1. September 23, 2014. In week of awesome. Most of today was spent getting models into the game and basic player movement and level loading done. Scrounging around the web for free or inexpensive models is always a daunting task. Without fail, there were problems with every model I found. I like to play the guessing game of “what could possibly be wrong with this model? Week of Awesome II – The Toys Are Alive! Developer&...
whitecollargames.com
Pushing Content - White Collar Games
http://www.whitecollargames.com/blog
Pushing content ( adj. Satisfied with a certain level of achievement, good fortune, etc. October 19, 2015. August 30, 2015. Pages from the Dev Notebook #1. There's also some random notes scribbled on the bottom for a different part of the project. August 18, 2015. Most of my friends don't know what they want to do with their life. I don't know either, and I think that's fine. But I do find importance in knowing what one. August 18, 2015. Pages from the Dev Notebook #0. I keep a sketchbook handy for doodl...
mtnphil.wordpress.com
Xbox/XNA performance tuning | IceFall Games
https://mtnphil.wordpress.com/2012/11/27/xboxxna-performance-tuning
Developer's blog for IceFall Games. November 27, 2012. As I was finishing up work on changes to Tank Negotiator’s networking session and controller sign in code. I re-enabled a debug FPS component to check my frame rate for some reason (I forget why). I noticed that while I often maintained 60 FPS, I had drops down to the upper teens in frame rate occasionally, and sustained frame rates in the thirties. So in the past few days I’ve been busy measuring performance and making optimizations. Surprisingly, t...
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