Piotr Bomak's Blog
My name is Piotr and I am a Community Manager at EXOR Studios, coffee lover, action games enthusiast and card games fanatic. I also like music and audio work.
In this article we discuss our experiences with enabling custon RGB highlishts in our games, X-Morph: Defense and The Riftbreaker, as well as the design decisions that we made after our first attempts at using them.
In the article we describe the process of developing the AI system for our upcoming game, The Riftbreaker. Working with your own tech can lead to some unexpected twists and turns!
The Riftbreaker is the latest project from EXOR Studios. Running on their own engine, The Schmetterling 2.0, it features multiple systems to make the game look and feel realistic and immersive. In this article, we take a look at the vegetation system.
The development of X-Morph: Defense took over 5 years. It seems like a very long time, but it was not enough to implement some of the crazier ideas that we came up with. We would like to share the story of a boss battle that fell victim to its own scope.
Working under limitations can be tiresome, but will make you find solutions you have never thought of. We believe porting X-Morph: Defense has made us into better developers and we would do it again without hesitation.
EXOR Studios are back with their series on boss designs for X-Morph: Defense - both the successful and unsuccessful ones. This time we take a look at one of the bosses which made it to the final game, inspired by an unusual, a bit forgotten concept.
Piotr Bomak's Comments
[Blog - 11/30/2018 - 09:59]
Hi Mike My choice to ...
Hi Mike My choice to not include a lot of detail here is entirely deliberate. I didn 't want the post to be too long of a read. However, I am open to answering all questions in detail down here in the comments.