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Tavern Tycoon Developer log #5

With Tavern Tycoon nearing release (ETA is January, but this date is tentative as always) I figured I'd share more about the game, specifically about the humor part of the game. So, laugh, please, like right now!Humor in Tavern Tycoon is definitely one of the game's core components. I honestly didn't think that adding humor to a video game would be rocket science, but after trying for few weeks, I have to admit - humor is hard. For example check…

Tavern Tycoon Developer log #4

So, from the looks of it, the last developer log for Tavern Tycoon was posted September 2014 - about two whole years ago. I actually can't believe that this project got sided for this long. Nevertheless, let's get down to business! Isometric view and zone constructionPerspective camera was my first choice during prototyping, but mid-production stage, I realized that there were aspects of this camera choice that impacted gameplay in a negative way. Near edge objects were hard to distinguish…

D.U.S.T. Developer Log #2

GripĀ is one of the things overlooked on many FPS games. There are couple games out there that supports mounting but that is as far as things go. DUST on the other hand, is going to go as far as we can. Right now there are six ways to hold your gun. Check the following screenshots to see what we are taking about... Standard Grip First Person View (the new sky and shading is a bonus) Close Grip Handle Grip Back…

D.U.S.T. Developer Log #1

Live RoundsLet's talk about technical stuff - bullet ricochet. As of Feb 3, the bullet ricochet model has been redone from ground up. The previous model, being "too sensitive", wasn't really a good reflection of a real life ricochet. Also, the old model was throwing off extreme bullet ricochets that did not take account of the surface friction and the velocity of the bullet at the time of impact. On another note, the new model also forced me to rewrite…