Delicate Balance
My plan is to first finish the menus (though the production artwork for the characters, like the main menu graphics for Arashi, Ket, and Shion, […]
My plan is to first finish the menus (though the production artwork for the characters, like the main menu graphics for Arashi, Ket, and Shion, […]
Shadowdawn Genesis‘s engine has been a constant reminder how complex a full RPG really is. AI tends to complicate things, especially when the player’s party […]
The word forty always looks wrong to me. I think it’s just a lack of exposure, though; typically you’re supposed to use actual numbers at […]
This weekend, I added yet another element to the engine, which is more a special effect than anything: time distortions. This is a fancy term […]
The month of April seems to have come and gone so quickly, and it doesn’t feel like I’ve gotten a terrible amount of work done. That’s not […]
So after a full week of HLSL and RenderTarget2D mastery, I have got my water effect to look just about where I want it to. […]