Hey everyone! We haven’t had a post in awhile, and I thought the folks interested in the physics aspect of the game would be interested in reading about how we solved the (probably age-old) problem of creating a dynamic, parabolic movement from a source position to a targeted position.
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We’ve created almost 100 different enemies during the development of Mecromage, including variations, and we need to pick the best ones before animating and refining the enemies. Below, I’ll describe some of the enemy characteristics that we’ll look at when we start approving, cutting, and merging behaviors.
Greetings! This month we’ll take a look into some player and enemy design and how Josh is progressing with the artwork.
Hey folks, thanks for checking in! This month, we’ll fill you in on some details of how we here at Team Unchosen tackle Stage Design and establish Game Flow in Mecromage.
The three of us got together in person in late February (Josh lives far away) and ironed out some unknowns. This post will cover the development challenges we’re facing as an inexperienced indie team and how we’re tackling them.
Mecromage is officially in production! We’ve designed our Tinker Toys, and now it’s time to put them together.
Hey everyone, we just wrapped up some work on game flow and mechanics and wanted to share it with you. We’ve got some additional beautiful and wicked visuals to show off too!
Hi everyone! We’ve been diligently working on the hero character and have another update on the hero concept art, mechanics, and gameplay.
Hey folks, we’ve got another monthly update for you. Last September, we decided it was time to solidify the player mechanics so we can start nailing down the hero character animations. So this update is mostly about the hero, but we’ve got a few more goodies too.