by Tyler | Jun 26, 2015 | Blog, Games, Programming
Warning: Intense programming ahead Reasoning I recently ran into a problem with my state machines: their behaviors were distributed to multiple classes or multiple “Update” or “Enter” methods. This is okay when each state has truly unique...
by Tyler | Oct 1, 2014 | Blog, Game Design, InnerSpace, Programming, Uncategorized
Warning: Programmer art ahead. Does not reflect the artistic quality of this studio. At all. Here at PolyKnight Games, we’re making InnerSpace, which takes place in inverted planetoids. This is really cool, but it brings up a lot of technical issues. There are...
by Tyler | Sep 13, 2014 | Blog, Games, InnerSpace
This week, we finished up our shaders (water, metal, and stone), did some work on our level of detail, blocked out and started on our new plane, and finished some models for civilizations that will be found throughout the game. We’ve started pushing hard...
by Tyler | Sep 9, 2014 | Blog, Game Design
Warning: Programmer art ahead. Bar the orange backgrounds, made by Eric Grossman. What we’re talking about I swear it isn’t as scary as it sounds There are two core words I’ll be throwing around throughout this post: Concept and Mantra. Concepts are...
by Tyler | Aug 26, 2014 | Blog, Game Design, InnerSpace
Warning: Programmer Art Ahead. When designing our upcoming game, InnerSpace, we quickly hit a question we run by all our game ideas: “What makes this a unique experience?” I’ll approach this question in a broader sense, but mostly in the context of...