timing

Quite the Start

Since the start of 2016 I have been extremely focused on developing Shadowdawn: Genesis. The first priority was of course porting the original engine from the […]

Time Distortions

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 […]

RPG Design: Take and Use

Here’s a somewhat interesting conundrum I’ve encountered regarding controls.  I’m hyperaware of what is intuitive to the end user (not to mention the fact there’s already the […]

Really, they don’t bite

Shadowdawn Genesis development is getting really exciting from here now.  There’s just a few more things I need to add to the projectile/weapon/effects class to be able […]