GameDev
Masteroid 2017 Retrospective
I started working on Masteroid on April 24th, 2017 while at a small conference hosted by the creator of the FlatRedBall game engine. I got sick on the way to the conference and was miserable Read more…
I started working on Masteroid on April 24th, 2017 while at a small conference hosted by the creator of the FlatRedBall game engine. I got sick on the way to the conference and was miserable Read more…
Weapons were the primary focus for Masteroid in December. I added new behaviors for weapons such as scatter shot, varied scale and varied offsets. I overhauled all weapon sprites and particles, created a ton of Read more…
In the v0.6.0 update for Masteroid I overhauled all weapon sprites. As with most things in Masteroid, Weapons are mostly driven by data (JSON) and were originally dynamically colored at runtime using Modulate blending. Modulate Read more…
November was an exciting development month. As mentioned in the v0.4 release notes, this month focused on improving my development tooling. My existing tools for creating new sectors, ships and weapons were pretty crude. Finalizing Read more…
October was a slower month in terms of dev progress. I had a lot of company and we started a remodel project in our home that has occupied a few of the weekends and evenings Read more…