Progress for the sake of it
Working on artwork and music is a double-edged sword. Unlike programming which is rather binary in accomplishment (it works/it doesn’t work), art and music is a […]
Working on artwork and music is a double-edged sword. Unlike programming which is rather binary in accomplishment (it works/it doesn’t work), art and music is a […]
I know this is probably the part of the game most people dropping by here will care the least about, but the hardcore fandom of RPGs […]
The story behind the story of Shadowdawn Genesis has been a serendipitous one. As many of this journal’s followers may know, the original project Shadowdawn had a […]
Today was mostly a polish and debugging day, so nothing major to report (yet). However the newest addition to the engine is damage types, which […]
Menus are a necessary evil on a console-based game. I’m sure there’s a way to avoid using them entirely if this project was entirely PC-based, […]
Today is far from over, but my sinus-ravaging cold be damned I’m going to get as much done as I can. Unfortunately one of the […]