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 […]
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 […]
I’ve spent most of the last year tinkering with every aspect of Shadowdawn: Genesis from the character designs, the script, the game engine and platform, […]
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. […]
Several months ago I discussed my issues with the water engine and how I wanted it to look, but failed completely. I decided this week it […]
Quietly working on the game’s UI and menus, there’s been a lot of polish and redesigns done in the game’s HUD and the actual menu […]
The details here are bit hard to see in this scaled down front pic, so if there’s ever a time to click on the fullsize screenshot […]