I apologize again for being so still. Delta Quadrant steam version is almost done. Catch a Falling Star is progressing good and I talk about some dev tools I purchased.
http://unity3d-indiedev-south-africa.blogspot.com/
DQ Desura keys out to all Groupees and IRS problems.
I talk about my game being greenlit and explanation for my absence. Also about an upcoming game we are working on.
In this brief blog post I question where we go from crafting in game development?
In this short blog post I discuss briefly about assigning different roles to each device you own.
http://unity3d-indiedev-south-africa.blogspot.com/
I talk about my great week were I just hit 1000 greenlit votes. An all the fun we had the weekend with Ludum Dare.
http://unity3d-indiedev-south-africa.blogspot.com/
I talk about my crazy week and basically no indie development. Also an update on steam greenlight stats.
http://unity3d-indiedev-south-africa.blogspot.com/
I talk about marketing my game and my steam greenlight losing some momentum. Also some good news on the horizon.
http://unity3d-indiedev-south-africa.blogspot.com/
I talk about my confusion with publishing to Desura and a steam greenlight update
So this week to break back into the writing mood I've started a new mini-series which looks at ways to hold your players hand throughout your game without necessarily holding it.
Read the blog post at: http://gamedevology.com/2015/03/30/creating-discreet-game-tutorials/
The series I've pretty much written out ready, just needs expanding upon and will be released slowly over the next weeks, I'm now aiming to write a new blog post every 3 days to keep my mind in writing zone.
http://unity3d-indiedev-south-africa.blogspot.com/
I talk about putting my game on steam greenlight and my day 1 performance stats.
Good job I posted so many last time!
My latest post actually talks about the importance of taking a break, which I wrote because I was ready for a break from everything #gamedev related. This is a message we all need to heed regularly as failure to take regular breaks can potentially be damaging.
Read and share the post at: http://www.liamtwose.com/take-breaks-from-game-dev/
In this weeks post I talk about some of the terms people entering audio may not know.
http://unity3d-indiedev-south-africa.blogspot.com/
I talk about some highs I had and about some assets I bought on the Unity Asset Store.
http://unity3d-indiedev-south-africa.blogspot.com/
I talk about the challenges I experienced so far with play testing my own game.
So this week has been a busy one for blogging!
As I'm currently running a series for #Gamedevology exploring practical AI its all systems go.
The first 4 articles you can find below...
1. Exploring Decision Based AI: http://gamedevology.com/…/exploring-decision-based-artific…/
2. Adding Priority to AI:
http://gamedevology.com/…/adding-basic-priority-to-ai-deci…/
3. Using Queues for Priority in AI:
http://gamedevology.com/…/…/06/using-queues-for-ai-priority/
4. Adding Properties To The World To Affect AI
http://gamedevology.com/2015/03/09/world-propertie...
Now.. if only I got more points!!!
Hey everyone! sorry about not posting for the past couple of weeks. I just got a job and I was at GDC. Here is my submission
http://unity3d-indiedev-south-africa.blogspot.com/
I talk about creating a trailer for Delta Quadrant using Blender3d and my experience with the new indie marketplace FlexIndie.
First up not blogged on my personal blog for a while and then I had a random thought about save games this morning that led me to writing the article How loading and saving killed the magic of video games.
I also put a poll out to discover which Topic of the month I would be covering for Gamedevology.com. Thus it was determined that we will be Exploring Artificial Intelligence in Games, an interesting and exciting topic that I can't wait to delve into and write about.
I talk about my hectic week and all the different "hats" I had to wear. Also the end is in sight to finish my game :D
This week I wrote another article for #Gamedevology exploring the idea of how time could affect games could affect the game world, evolve it or alter the experience.
This actually sparked from writing a blog exploring AI in games which I will be crunching down into digestible chunks and releasing over the next few weeks.
This week I published my second article in a series on developing games in elm. I introduce using signals to make your game reactive and compare them to the more traditional event pattern.
Read it on gelatindesign.co.uk - "Developing Games in Elm: Signals"
Me learning Blender 3d and discovering a treasure trove of sci-fi 3d models. Also new Delta Quadrant screenshot.
This week I wrote a blog post all about my thoughts on connecting the player to the character that they play. I'd love to see more games make more of a connection.
Read it on Gamedevology.com -> Bridging the connection between player and character