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Making waves

September 02, 2020
Making waves
Last saturday I published a clip on twitter highlighting the new wavy look of the water in the game. That was just a small improvement over what had been coded for a long time but it wasn't so...
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Building a better throw

September 30, 2020
Building a better throw
Playing the demo myself I realized that throwing stuff around is very fun, so you can expect to find a lot more items you can pick up and hurl at your enemies in the final game. However, the current...
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What does Nexatli mean?

October 07, 2020
What does Nexatli mean?
If you have played the demo, you will have surely noticed that the application refers to itself as Explorer. Despite not being related to Microsoft's longer-than-needed-running browser at all, I...
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Hiding secret passages in Paper2D

November 11, 2020
Hiding secret passages in Paper2D
In a previous blog post I listed some useful approach methods when working with tilesets in UE4. Today I'll explain how tilemaps can also be used inside actors and can be manipulated like any other...
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A shader for spotlights

December 16, 2020
A shader for spotlights
When it comes to graphics and aesthetics in a game I think they should both move over to let readability come forward. This is the reason why explosive barrels are red, no doubt about it. However,...
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