All Walls Must Fall, the first commercial project from inbetweengames, takes place in the procedurally generated nightclubs of a divided Berlin. In this post, programmer Isaac Ashdown outlines the algorithm used to generate these clubs in Unreal Engine 4.
About Game Prototyping.
"Game Prototyping is a process of transmitting game idea crumbs from your mind into the real world. It must be fast, cheap and include core mechanics of your game."
When publishing your Unity content to the WebGL target, it is likely you will run into issues with CORS. This post gives an overview of how to configure your project to support CORS, and gives guidance on how to avoid some common pitfalls when doing so.
This post is concerned with the optimal design and development of procedurally generated planetary assets for video games on mobile devices.†Successful integration of procedural content for this technology is as yet, a heavily under documented topic.
Accessibility in gaming is never a dull field to be working in, the pace of change is ever accelerating. So often I find myself thinking what an incredible month it has been, topping anything that has gone before. The past month has been no exception.
Here I talk about the basic system I implemented for The Guest game, a text manager.