#Progress Report

Steve
Jan 31, 2014
9:08 PM
Steve Says:

Dialogue and Pixels

One interesting thing about the way the Unity community has developed, is that while there are lots of tutorials out there and people willing to help answer your questions on the forum… there also is a large asset store full of solutions that could be used if you’re willing to spend a little coin. I spent this week mostly reading reviews and looking at what my options are for making a game without the burden of figuring out how to do everything myself.

 

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#Progress Report

Steve
Jan 24, 2014
12:29 PM
Steve Says:

Jumping off Walls

I got up to learning more 2D platforming this week, though with a friend of 20+ years in town this week I’ve ended up doing far more touristy stuff this week than bi’ness. Actually, 2D platforming is a slight misnomer, as the stuff that I was working with this week was actually 3D.

 

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#Progress Report

Steve
Jan 17, 2014
3:08 PM
Steve Says:

Unity 2D Collision Woes

I’ve decided to cut back on blog posts for a while. Last year, I was trying to make regular updates on Mondays and Wednesdays about the gaming industry, however I feel that the time that I’ve spent researching things to share and talk about (let alone the time actually writing) could be more fruitfully spent trying to do actual development. We will continue to make regular updates on Fridays about what we’re up to.

 

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#Progress Report

Steve
Jan 10, 2014
11:00 AM
Steve Says:

Learning Unity

Over the holidays, I kind of came up with a new idea for a game. Matt’s still working under the hood to get Super Hematoma up and running, so I figured I should make the most out of my downtime and start getting something else on the table.

 

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#Progress Report

Steve
Dec 13, 2013
4:51 PM
Steve Says:

Making A Game Is Really Really Hard

Something just felt right when we started working together on our own game. The idea of forging ahead and creating something new was kind of magical. The wheels were always spinning, and there was a lot of talk about “wouldn’t this be cool”, and “we should totally do that“. Bit by bit, we have been working to make things happen: making snippets of code to allow the display of sprites, creating characters to go on those sprites, and making those characters capable of fighting against each other.

 

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#Progress Report

Matt
Nov 15, 2013
10:15 AM
Matt Says:

Mini-update

Just a mini-update for your surely-eager ears.

 

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#Progress Report

Matt
Nov 8, 2013
11:00 AM
Matt Says:

Packages of Files and Pieces of String

Hey paisanos, I’m back out of the depths of my nerd cave to give a long overdue update on some game stuffs!

 
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#Progress Report

Steve
Nov 1, 2013
1:25 PM
Steve Says:
Stephen Tucker's 7 string gutar

Musical Revision

Having opened up the sound of Super Hematoma last week by incorporating the MMC5 sound module for the Rain City theme, I decided to revisit the other two themes to see if they could use some extra depth as well.

 

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#Progress Report

Steve
Oct 25, 2013
5:05 PM
Steve Says:

Rain City Chiptune

We began developing our second arena, Rain City a while ago. Basically, it’s our version of beloved Vancouver: complete with rain, neon lights, and burning cop cars. It’ll be a while yet before you see any finished background art for that part of the game, but I do have a special treat for you this time around.

 

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#Progress Report

Steve
Oct 18, 2013
2:19 PM
Steve Says:

Outreach

Marketing is something that’s a little trickier to discuss: we haven’t gone through the whole cycle yet at this point. Super Hematoma is not done and so we don’t have much measure of success or failure. But I’m pleased with the attention that our retrospective received.

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