We Got Dungeons - Dev Log 5

Happy Holidays and welcome back to the dev log for our upcoming game We Got Dungeons! Today we'll talk a little about the AI of the NPCs. We talked about many different ways of approaching the AI in our game. Through our discussions we realized that what we wanted is a couple of things from our enemies. First and foremost they should be consistent. This might run counter to intuition but ultimately, what good AI should do is not "outsmart" the player, it should instead give the player a sense of accomplishment and strategic mastery. This cannot be achieved if...
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We Got Dungeons - Dev Log 4

Hello everyone and welcome back to the We Got Dungeons dev log! Today we will be talking about path-finding! First of all lets talk about why we need path-finding. Lets see what happens if we just completely throw path-finding out of the window and try to move the character somewhere on screen.
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Enemy Design 101 - Apeel's Court

Part 1 in a series of essays about enemy design.
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Unity Chroma SDK: Using Particle Systems to Make Beautiful Chroma Animations

Important note for devs: Make sure Razer Synapse is up to date, otherwise some SDK features will not work. For starters, here's a handy link to Unity Chroma SDK. One of the most powerful features of the Unity Chroma SDK is the ability to record the view of a camera in the scene and convert that to a chroma animation. A lot of creative opportunities lie within this feature, as chroma animations can therefore be made from a camera which sees particle systems, canvas, sprites, meshes with materials, and so on. For our game Log Jammers, I found particle systems...
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Indexed Colors for Retro Backgrounds

A time-saving trick for making Sega Genesis background graphics.
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