by Nathaniel | Nov 29, 2015 | Development
Nothing in game design is as easy as it seems. I spent way longer than I expected to get this far in designing the squad-building system. Above you see the army teleported to the squad-building level with a little popup when you mouseover a character. Easy enough,...
by Nathaniel | Nov 20, 2015 | Art, Technical
I made this post process shader just for fun, and to see if I could do it. I haven’t played Valkyria Chronicles yet, but it’s on my to-do list. I saw a let’s play on YouTube, thought the game had a pretty look to it, and I figured I would try...
by Nathaniel | Nov 14, 2015 | Art, Development
I was up all last night trying to get a new level ready for Screenshot Saturday on Reddit. I wanted to show off the new slime and goblin sprites I’ve been working on. I’m also trying to give the levels more vertical variance, trying to break up the flat...
by Nathaniel | Nov 11, 2015 | Art, Development, Technical
What you see above, two pixel goblins in loincloths, should have been very easy to make. I already had everything in place. It should have been no harder than importing a new texture. But what actually happened involved hours of searching Google, digging into...
by Nathaniel | Nov 7, 2015 | Art, Development
Wow, it is late here. I am never up this late. I am barely even aware of what I’m typing here. Let’s see… I’m trying to tie the look of the game together, matching the color and pixelliness of the backgrounds to the characters. Also,...