Hi! So, in the last post we learned how to create a scrollable list component, but we could only „hardcode” its elements. Today I’m gonna show you my proposal of a scrolled list implementation, that can be supplied by the elements list from the script.
Why playing with randoms in public matchmaking is terrible, and what we can do about it.
An insight on how a fighting game with no words took home the Best Narrative award at Orlando iX.
This development diary takes a look at the behind-the-scenes of an Enlighten demo development process, describing what goes into creating a VR showcase. Starting with the essential first phase of prototyping.
Probability can be a double-edged sword for making games unpredictable, and today's post looks at how lady luck can change a game's design.
This is the first post of a series about designing levels for Moveless Chess, an innovative new puzzle game by Beavl.
Some key takeaways from my first time at Indiecade.
I was not a VR fanboy. I tried a VR game at TwitchCon for 10 minutes. I am now a VR fanboy. In this article I explore the reasons why, and my analysis of how VR games immerse players differently than other games.
How indie developers can use the fear of failure to empower themselves.
After almost 4 years of development, we’re ready to say that the launching of our most ambitious indie game is really, really close. Today I would like to tell you how King Lucas project was born almost four years ago.