Tag: Development

Clothing Workflow
Sep
08

Clothing Workflow

Last week, I posted about the tools I’m using to create Lazarus and our characters. After posting, I started thinking about the clothes. Unfortunately, I wasn’t really sure where to start and I couldn’t find anything that talked about the process from start to finish. So, after diving in head first, smacking my head against […]

Attributes
Jun
27

AI: Attribute Modifiers and Factions

In the last post, I talked about data inheritance for the basis of my character attributes. After a week of using it, it's proven to work great and provided some additional benefits that I didn't expect. So, I've taken the basic construct and used it for factions, memories, and senses. In this post, I figured I'd […]

Game AI
Jun
20

Artificial Intelligence: Pieces and Parts

There's something really cool about watching creatures you create come to life. So, I'm excited to be at this part of Deep. It's the point where goblins, rats, and spiders go from static objects to living creatures. It probably goes without saying that competent AI is one of the more complicated parts of game development. […]

Cave Details
May
23

Tunnel Details

They say "the devil is in the details". That's definitely true when it comes to laying out levels and creating atmosphere. Our goal with Deep is a more cautious dungeon crawl. We want it to be exciting and combat to feel fast paced, but as you're exploring the ancient tunnels, we also want the hairs […]

Caves
Apr
25

From Tubes to Tunnels

If the title didn't give it away, Deep is a dungeon crawler. Now, that doesn't mean there won't be any outdoor scenes, but the meat and bones of Deep lies in the dusty tunnels and ancient halls of the Silver Crest mountains. As a Bellium Hunter, you're searching tombs for the rare mineral and learning […]