• Games
    • Unrest
    • Will Fight for Food
    • Good Robot
  • Blog
  • About
    • Arvind Raja Yadav
  • Press

Logo

  • E-mailEmailEmail
  • FacebookFacebookFacebook
  • YouTubeYouTubeYouTube
  • BlueSky

Menu

  • UnrestUnrestUnrest
  • Will Fight for FoodWill Fight for FoodWill Fight for Food
  • Good RobotGood RobotGood Robot

How I made graphics for Unrest, and a message about Steam keys

July 14, 2014 · Arvind

First, a message from our artist:

I’m Mikk, the artist of Unrest. I’ll be telling you about how I drew Unrest.

We started work on the new set of art in the middle of the Kickstarter, when we hit that stretch goal for new art. The idea was to create a new unique hand painted aesthetic style, and that comes with its own set of problems. I could’ve hand drawn each level in its entirety, but there’s a reason almost nobody does that. We wanted quite a large world with about 5 distinct regions, both inside and outside Bhimra. If each region had about 5 levels, that is a lot to draw. It could work with a huge team of artists and the resources to pay them, but we didn’t have that. The other problem is that all the levels would be giant images taking a lot of space on your hard drive and video memory, along with the animated sprites and other misc. graphics. Even now, about half of our level files are 4000×3000 pixels or larger.

Here’s a small snip of one tileset we use:

Initial tiles

An example tileset

So the question was – how do I make a large vibrant hand-drawn world without going way over budget in time, finances and file size?

The usual answer is tile based graphics. (If you don’t know what these are, think Super Mario and Zelda game graphics of old. Levels were built out of a relatively small number of different blocks). Tiles don’t take anywhere as long to draw as hand drawing whole levels, because you get to reuse most resources. They also fix the file size problem. The drawback is their rigidity – they’d need an extreme amount of work to reach that flowing hand painted aesthetic. Conventional tile based games can look absolutely beautiful, but they always retain a backdrop grid.

Blank level

Step 1: This is how a backdrop grid looks in Unrest.

My solution was to use tiles to save on drawing time and file sizes, but to throw convention out the window. Tile based graphics have a long history, and for most of this history video card memory has been very limited. Therefore, tilesets have traditionally been small (usually 16×16 to 64×64 pixels and about 200-300 tiles per environment) and you’d only use a few layers of these. There’s not enough memory to make fully hand drawn levels practical, but there definitely is enough video RAM to use more tiles. So that’s what I did. I drew a lot of tiles. And I do mean a lot.

I also went against the usual convention of having all your tiles the same size and same orientation. I’ve set a “base tile size” of 32×32, everything I draw should neatly by divisible by that. But a lot of the pieces are actually much bigger, up to 1024×1024 pixel pieces (some of the houses and other major unique bits). There is a base traditional grid for the backdrop layers, but everything else is much more freeform and loosely set orientation wise as well. Another tool which wasn’t available for most of tiled graphics history is using alpha. Adding an alpha channel to images means you can have partially transparent graphics. Adding this to tiles means you can control how these images flow into each other when they’re layered on top of one another.

Combining this all together means that (given enough layers of these new tiles, up to 30 in Unrest levels) I can almost completely erase any repetition, rigidity and any other hints that I’ve used tiles. Solving all my problems of how to keep to that flowing water color like hand painted style, but making the project manageable.

Detailing

Step 2: Around 3-5 layers of adding the giant house tile blocks in various orientations.

This new style of tiles can be combined with more traditional isometric tiles if needed for certain scenery, as shown here:

More detailing

Step 3: More detailing, as freeform and “seemingly random” as possible to make it seem lifelike and like an actual slum. This is made an extreme amount easier with all the little bits of grass/rock being half transparent and having smooth edges which use alpha to blend them into the background.

To build the actual level design I use the awesome free tile map editor called Tiled.

To other artists working on similar projects, I’d say try not to be limited by convention! It’s always possible to come up with new interesting solutions to graphics and aesthetic problems. I think you can do this on a project of any scale. Try new things and push the envelope, if not on a global scale, then at least your own style wise.

Arvind with a message about Steam keys:

Remember that time when we told you that we would give you Steam keys?

Well, you can now redeem your Unrest Steam keys via Humble Bundle! Note that the game will unlock only on the release date, but otherwise, you’re good to go.

NOTE: There was a minor snafu by Humble which resulted in duplicate keys, and as a result some of you may have got scary messages on Steam when we fixed the problem. The aforementioned scary messages were not written by us, and we do not agree with their contents. I believe Valve misjudged the situation slightly, but I apologize for any trouble the messages have caused.

Please feel free to PM me via Kickstarter, or email me at arvind@pyrodactyl.com if there’s a problem.

Arvind vs. Education: How Unrest Was Made, Part 1

July 9, 2014 · Arvind

Pre-school to High School

In India, a child goes to school for twelve years in total. We start young – for example, my pre-school competition coaching classes started at age three. Competitive exams are there at every stage in India – generally because there are usually at least 10 times the applicants as empty seats, be it pre-school or a master’s degree. Sometimes, it feels as if education exists only to get you through the next big standardized competitive exam instead of making you learn something 🙂

I began year one of my schooling at the ripe old age of five. Programming classes only started in our sixth year, as an “optional” subject. Optional subjects are taught for one thirty minute session out of forty-eight hours of schooling per week (think Saturday is a holiday? Tough luck, kid), and don’t count towards your actual grades. Coding isn’t taken seriously – the optional programming classes taught either HTML or QBasic (yes, QBasic).

Luckily for me, in my eleventh year in school, I had the chance to take up C++ programming as an elective subject. At this point, I didn’t know any programming – all I knew was that some of my friends and teachers said I was “good at computers,” whatever that meant. 15-year-old me had to choose between C++ (famed for being a tough subject, hard to score grades in) or “easier” subjects: Economics or Psychology. As for why these subjects are easier, don’t ask me.

I loved my C++ classes as they managed to be everything my education had lacked so far. Instead of memorization and grammar, we had open-ended lectures about programming concepts. My teacher actually encouraged students to solve problems in different ways! I even made a Dope Wars clone for DOS using Turbo C++ as my class twelfth project. I believe this is the area in which I was luckier than other kids, and I am still grateful to my C++ teacher for that.

However, when you’re in your final two years of school, the spectre of university entrance exams looms larger than anything else. Let me give you a picture:

  • One million kids competing for five thousand college seats
  • An advertising and coaching industry built around exploiting teenage insecurity and societal pressures for money (sign me up!)
  • The narrative fed to you is “get into a good college and enjoy a cushy job for the rest of your life! Fail to get into college and you’ll be a miserable failure for the rest of your life!”.

Let me tell you that nothing stamps out creativity or risk-taking from a 16 year old better than what every kid undergoes during the age of 14-17.

Anyway, I failed to pass in the biggest of the big competitive exams, but managed to pass one of the other smaller ones and ended up in the CS degree course at my college. This is where Indian education is probably very similar to other countries – an year is divided into two semesters, your first year is a general year and so on.

After the first “general” year, I was ready to learn some programming – and boy, was I mistaken.

Our programming classes used Turbo C++ 3.0 – not the most up-to-date compiler, I’m sure we can agree. It can’t even run natively in any Windows version newer than XP. This was a bone of contention amongst a lot of my classmates as well, because it meant our education was obsolete before we even learned it.

Suffice to say – my education didn’t fill me with confidence in my ability to compete in the job market. I started learning how to make a “modern” application using Visual C++ in my spare time, so that I could program something that my laptop could actually run without emulating DOS. Combined with my interest in video games, I ended up at Lazyfoo’s SDL tutorials which helped me a lot in setting up a basic framework for a hypothetical future game.

To give you an idea of how much this type of extra-curricular activity is discouraged, I was actively told to stop using VC++ in my lab assignments. I was even docked grades for this in a couple of lab sessions for this. At the risk of sounding hyperbolic, it is as if the entire system is built to discourage creative thought and mass-produce some kind of ideal robotic factory worker.

How I ended up making my own engine

In 2008, when I was making my first game – there weren’t any pre-existing engines at the same level of popularity as Unity or Unreal today. I was familiar with Valve’s Source engine, having been part of the HL2 modding scene (I worked on Dystopia!). However, access to the source for Source was restricted, and it was prohibitively expensive to license. These factors made writing my own engine the only realistic choice at the time.

After soaking up a lot of tutorials and advice (many on Gamasutra), Teenage-me realized that trying to write a general purpose engine was a waste of effort. Teenage-me was also the kind of person that makes a game about how much college sucks and my god aren’t adults annoying?! Ahem.

This is how I started work on my first game, A.Typical RPG, a game that was Scott Pilgrim style view of my college experience. The game was pretty much my tutorial codebase gradually morphing into a game. By sheer luck, I managed to find a very talented artist to work with me due to both of us having been a part of the HL2 modding community.

How I benefited from programming a game from scratch:

  • I got to teach myself basic concepts like state machines, game loops, input handling.
  • I learned how to manage a team, and how to set goals and deadlines for a project.
  • I was learning general C++ concepts like templates, vectors, certain algorithms which I feel made me a better programmer overall.
  • Due to the game being a mini-game driven RPG, I had to program lots of systems – event handlers, conversation mechanics, asset loading/unloading to optimize performance, saving/loading game state and so on.
  • I was making something I wanted to play while doing all of the above.

Pretty much every point in that list can be taken as a negative point, considering the fact that learning basic programming concepts while working on something you intend to sell is probably not a great idea. Maybe I would have ended up making all of my 3 games with Unity if I had been born a couple of years later.

There isn’t really an “ending” here – I’m still making games, and I was incredibly lucky to meet the right people at the right time. In future posts, I’ll discuss how I met my team, and how I program my games in more detail.

Unrest Demo is out

June 16, 2014 · Arvind

Hello readers,

You know that feeling when you suddenly see a huge spike in website traffic?

When you look at the source to see that Rock Paper Shotgun wrote about the Unrest Demo that launched on Steam today?

When you state, dumbfounded, as you realize that the demo was supposed to launch ten days later and ohmygod there may be some bugs left in there?

I’m writing the post in that panicked state. But hey, the cat is out of the bag, so might as well as download the demo and play it.

Having a heart attack,
Arvind

P.S. Please excuse any bugs, we’re working on fixes to the demo RIGHT NOW.

Actual Penultimate Stream Approaching!

June 2, 2014 · Arvind

Watch our second-to-last development stream before the Digital Unrest Launch Party™ below:

Couple miscellaneous updates:

Will Fight for Food is a couple hundred votes from being Greenlit! For those who missed the last update, it’s a very different game by an earlier team, but every little bit helps the studio.

Also: if anybody subscribes to gamersglobal.de, there’s a poll for which indie game the site should cover next. Depending on how much attention you’ve been paying to this Kickstarter over the course of the past, say, twelve months, you might recognize one of these games. I won’t spoil which.

See you guys there!

Character Trailer + Release Date is now 23 July, 2014

May 26, 2014 · Arvind

This is a frustrating post to write, because I’ve got some crappy news (for everyone, the team included) and because of certain agreements I can’t get at the heart of the issue. All I can share is the consequence: elements outside of our control mean we have to move back our official release date. I can’t say why yet – but don’t worry, (a) it has nothing to do with the game’s development, and (b) you’ll find out soon enough.

Our new release date is July 23rd, 2014.

Believe me, we’re not happy about this either. At the risk of repeating myself, this has nothing to do with our development cycle or and everything to do with not crashing and burning as soon as we launch.

We’re on schedule, and this thing’s almost finished. We’ll stream a new set of levels for you all on our next developer stream, which will be on June 1st at 3PM GMT. These levels are situated in Bhimra’s central palace, a major location in the game.

In slightly better news, we’ll release a playable demo of Unrest on June 26th.

We also made a new trailer for the game, which we’re calling the “Character Trailer”. It contains a little teaser of each playable character in the game, including the Naga character from one of our stretch goals:

Unrest is on Steam!

May 13, 2014 · Rutskarn

Let’s get this one out of the way first: when Arvind shared his cunning scheme of launching on June 13th (“Nobody else is releasing that day!”), he was informed by People Who Know This Sort of Thing that there’s a reason nobody releases on June 13th, and that reason is June 10-12th. The level of buzz we could expect would be somewhere on the order of “whispering the name of our game gently into the ear of a dying man.” So we’re not doing that. We’re launching on the 26th and we’re gonna spend the interim hunting bugs, I guess.

But hey–our game’s on Steam! Feast your eyes on that store page, peoples, because this is probably the single coolest moment in the game’s whole arduous, patient, and iterative development process. Knowing that our game has gone from occupying all of our time to knowing that it is–in some cumulative, infinitesimal way–inconveniencing Gabe Newell? You can take that to the bank. Up until the page goes live for sales, at which point Gabe Newell will be taking actual money to the actual bank, all being well.

But don’t settle for watching the trailer over and over again, like I have for an embarrassing amount of time! Also head over to our Steam community hub. And head on over to our new, official, fancy-pants Steam group and join that mother. We’ve got avatars, we’ve got discussion forums, we’ve got an “ask me questions about the writing and design process” topic–it’s gonna be great! Also, according to the dowsing-grade sciences involved in figuring out which games get Steam’s attention and get featured (seriously, all of the advice people give us is in the hushed and credulous tone of a campfire story about that serial killer they “never did catch”), having more people participate in your hubs and official groups is a good thing. It’s also a good way to hang out with us over the Internet in a slightly more active and personal fashion than “the occasional Kickstarter comment”. Looking forward to chatting with all you fine people of exceptional taste.

Oh–before I forget, there’s one more thing I should probably make clear. We did get on Steam with the help of a publisher. Greenlight is a much more accessible system than it used to be, but it’s still a pretty huge risk with an investment of this size–more of a risk than we were willing to take. So we signed with a publisher, they got us on Steam, we’re going to give them a cut of our profits–and that is the extent of our relationship. They have no control over the product or how we sell it elsewhere. We retain full ownership of the IP. Honestly, we’re all pretty happy with how that part turned out.

Enough typing away in this online marketplace slash community hub. I’ll see you in the Steam discussion forum!

-Adam “Rutskarn” DeCamp, signing out.

Arvind’s Edit: KISS Ltd will also handle distributing our game on other stores (the other 50 or so digital stores out there) – it frees us to focus on development, bug fixing – you know, stuff we’re supposed to be doing – as opposed to running around negotiating contracts and emailing invoices. Other than that, what Ruts just said is absolutely correct.

No Rest for Unrest; Release Date is June 13!

May 1, 2014 · Rutskarn

We’ve got an exciting couple of months ahead of us. “Exciting.” I mean this in the same sense that the last few months of any game project are “exciting.” We’ve got things under control–really, we do–but man, this is gonna be one heck of a ride.

That ride comes to an end on June 13th, 2014, when Unrest will be launched to a seraphic fanfare and a blast of fireworks that splits the firmament. Reviewers will weep tears of joy; alpha copies of Mass Effect 4 will crackle and burst into color-coded fragments; word-of-mouth sales will reach such meteoric heights that we run out of digital copies of the game and have to dash off to print more internet. All this–and more–is what will happen according to our business plan. For PC, Mac, and Linux!

Oh yeah–that simultaneous Mac and Linux day one release is a go. Here are screenshots.

Now I know nearly all of you reading this have pre-purchased yourselves a copy of the game, but for those that haven’t–and are fond of a certain water-vapor-based games distribution system–we’ll have some news for you soon. Real soon. Winking. Winking harder. Not sure if you’ve noticed the winking, so leaning over and–oh, you got it, good. Good.

Speaking of Steam (with a coy manner suddenly rendered fully pointless), it’s worth mentioning that Arvind’s old game Will Fight for Food is 96% Greenlit. It differs from Unrest in a lot of respects, as it was made by a different team with different design goals–and also, it’s about a homeless luchador beating up cosplayers–but getting that game on Steam is still a solid step forward for the current team/project. We got this far on our development budget, so at this point any revenue from Will Fight for Food will go straight towards publicity for Unrest. Which goes, in turn, towards making sure the team has a future in doing this kind of stuff.

A vote costs you nothing–just head on over to the page and give it a nudge, and we’re that much closer to spreading the Unrest gospel!

Final bit of info before I get back to editing scripts: we’re gonna be cooking up one of our famous hot pepper jambalaya pre-release Livestreams on Sunday at 3:00 PM GMT! Specifically, we’ll be showing off some of the levels outside our palace.

“So since the game launches in two months, everything should look pretty slick and perfectly put together, right?”

Yes! And no. The individual sets and sprites should look good–but I wouldn’t expect a level of scene-messed-uppery entirely inconsistent with previous streams. That part has never had anything to do with how “together” the game is. It’s more that there’s not a lot of point fussing with things that are very easy to sort out in a 2D game, like layering and getting the sprites locked to their frame, until you’re sure you’ve got all the scripted events where you want them. Up until, like, three weeks before release, we’ll be at the stage where we might move the actors around or drum up the odd unique sprite or two. It’s one of the advantages of having a lightweight engine. So if you see a bug, don’t panic. Honest–we killed the pernicious bugs a long, long time ago. Our engine’s pretty tight right now. The only crashes we’re getting are related to our new point-and-click pathfinding system, and that’s pretty much sorted out.

I’ll have a longer and more emotional speech about this game’s wrap-up stage once we’ve got more work done. In the meantime–see you guys on Sunday!

Ruts out.

Cons and Combat

April 4, 2014 · Rutskarn

The team’s back from EGX Rezzed! Special shout-out to backers who managed to make it out to the show and play the game hands-on. Even not having made it out to Birmingham myself, hearing about people who played the game and said “This is exactly what I wanted” really made my day. So let’s see some convention pics!

Here's what our booth looked like! Check out all them colors. Triple A ain't got that many colors.
Here’s what our booth looked like! Check out all them colors. Triple A ain’t got that many colors.

 

Here's what most of our team looks like! Left to right: Arvind, Ian, Mikk, Mikk's ghostly secret admirer.
Here’s what most of our team looks like! Left to right: Arvind, Ian, Mikk, Mikk’s ghostly secret admirer.

 

And here's what I looked like at that same timestamp.
And here’s what I looked like at that same timestamp.

 

And here's someone playing the game!
And here’s someone playing the game!

One quick heads up: on account of con-related fatigue and ruined sleep schedules, our stream’s been moved to 3:00 PM GMT, Sunday, April 13th. We probably should have seen this coming. Uh, sorry about that.

Now, as part of our semi-regular series on Unrest‘s design and development, here’s some thoughts on combat in our game. I heard people were asking about this a lot during the convention, and so I found time in my busy schedule of not going to conventions to write up a small essay.

COMBAT IN RPGS: LET’S TRY SOMETHING NEW

Combat in videogames is a funny thing. Since direct physical conflict is simple, exciting, and translates universally, it’s been one of the staples of nearly all genres of game since the medium’s inception. There are plenty of genres where you do little but fight things. For every other genre, it’s generally a question of whether you fight a lot or a little.

And it’s kind of strange that we’ve decided that roleplaying games are one of  the genres where a lot of fighting is expected–or even demanded. Because while there’s nothing wrong with lots of fighting, there’s also nothing wrong with not lots of fighting…which is something we almost never get.

For every minute RPG protagonists spend discussing current affairs with aristocrats, haggling over supplies, or trying to boink party members, they spend anywhere from twenty minutes to several hours hacking their way through hundreds of men, beasts, and monstrous creatures that all presumably wish their day had gone differently.

And sure–there’s not a lot of wit in pointing this out. Obviously the higher volume of combat is a game abstraction, just like the inventory system doesn’t really capture the sublime subtleties of keeping one’s after-battle snacks in a different pouch from the harvested bloodpig gallbladders. It was never intended to be realistic. It’s supposed to be fun. And while that’s totally okay, what it simulates makes the player act and think in very specific ways that deserve analysis.

Let’s try to look at personal combat from a realistic perspective for a second. Bear with me here, because I promise I have a more nuanced point than “this is how things work in teh real worlds” coming up here.

As a fun exercise, imagine you round a corner and see two people with swords trying to kill each other. You don’t have any prior information, and for the sake of argument the anachronism doesn’t really register with you. Also for the sake of argument, you know they’re not high, drunk, or insane.

Let’s examine what assumptions you can draw about this scenario from a glance:

  • This is dangerous. One of them or very possibly both of them are going to be killed. SO:
  • Each of them must think they’ve got a good chance at winning. If either of them thought their chances of losing were as low as 49%, they would have either avoided this fight or run away instantly. THEREFORE:
  • The actual odds of either party winning are probably in the ballpark of 50-50. Obviously one of them has a better assessment of their chances than the other, but reasonably speaking, if they’re both still swinging away gamely a few seconds into the fight, they’re about evenly matched.

These three very reasonable premises lead us to one conclusion: they’ve probably been in very few fights like this before. In fact, they’ve probably never done this before. People who get into lots of one-on-one fights that they have a fifty-fifty chance of winning don’t last very long.

This is why premodern battles were generally fought in formations. There’s not a lot of future in having your soldiers square off with enemy soldiers one at a time; pretty soon neither of you have any soldiers left. For a semi-illustrative videogame example of this, watch any professional RTS match and count the number of times players allow their units to just walk up to enemy units and slug it out. Any level of tactics is better than a crapshoot, and that’s what balanced one-verus-one fights by definition are.

But there’s one more conclusion you can draw about these two brave sword-swinging morons, and this is, I think, the one that should be extremely exciting to any roleplayer:

These two people must REALLY care about what they’re fighting about.

Either whatever stake they’re fighting over is extremely precious to them, or they really, really, REALLY hate the other guy. Because seriously, they could die here. One of them IS going to die here, and the physics of sharp heavy pieces of metal plus the resilience of human anatomy means there really is an excellent chance that BOTH of them are going to die. Think about how much you’d have to care about something to wade into that kind of fight over it.

Now say you round a corner and see sane, sober people going at it with swords…and it’s a computer RPG. Here’s what we know about this combat:

  • One of them is probably a protagonist and one of them is an enemy.
  • They’re about equally matched. Otherwise it’d be twenty guys versus the protagonist. As it is, the protagonist is probably only slightly stronger than the enemy.
  • On average, the protagonist has done this dozens of times. Every couple of weeks, really. Why would he ever back down from a fight? He always wins them. Eventually.
  • They both think they’ve got a good chance of winning. Or not. The enemy might be obviously outmatched. The fight might not even being going well. Honestly, he might not even really care about what they’re fighting about. But he was there, and the protagonist was there, and, well, it was fight times. What else was he gonna do? Talk his way out of it? Flee his way out of it? As for the hero, he thinks he has an excellent chance of winning. Because he does have an excellent chance of winning. Because he always wins. Eventually.
  • They must both…sort of…care about what they’re fighting over. The enemy may have asked the protagonist for money and, upon not getting money, drawn his sword and attacked. Or the protagonist might be a member of a different faction. Or the protagonist might be an intruder who hasn’t yet expressed hostile intentions. Or maybe the protagonist was in the neighborhood, and this enemy popped up who happened to be one of a larger enemy’s friends, or financial supporters, or lovers, or political allies…or something. Really, anyone the protagonist wants to exterminate. “Exterminate” is a good word, because like killing cockroaches, there isn’t any personal risk involved.

And of course, this is all meta. It’s very possible for a game to make you treat these combats with a lot more respect than I’m implying is due. But they end up loading all of the work onto the characterizations, narrative, and context–none of the drama is emergent through the design. And I think it’s time someone tried doing that.

This is what I’m getting at. With Unrest, we didn’t want combat to be daily, normalized slugfests that you go through over and over with no meaningful consequence for failure. We wanted violence to be–as it would be for our characters–rare, avoidable, and very dangerous. Fighting shouldn’t be the thing you do to see the next part of the game. It should be the thing you do only when you really care about something.

That’s why combat only exists in some chapters. That’s why all fights are one-on-one. That’s why you’ll always understand why whomever is attacking you is willing to risk their lives to kill you. And that’s why, when you die in combat, the game is willing to recognize your character’s death as a valid end-state for the chapter. Because we want the risk to be meaningful.

So that’s what we’re going for in Unrest. I’ll be honest, this is probably the one feature of our game I’d most like to see catch on. I’m not saying it’d be right for, say, Skyrim, but I can’t help but feel there’s a lot of untapped potential in exploring violence with a higher degree of realism. Not “realistic” mechanics–just realistic consequences.

EGX Rezzed, Evolution of a Level

March 24, 2014 · Rutskarn

EGX Rezzed is happening in less than a week, and we’re gonna be there! Well, I say “we.” I actually mean the rest of the team—such people who already live on or adjacent to the right continent, who could find their way to the convention floor without stowing away aboard an airship. Which—I love you guys, but I’ve seen enough pulp movies to know how that turns out.

So it’s just me, Rutskarn! Just me, hanging out, cranking out the last of the dialogue scripts. Checking the comments on the blogs. Hiding visual puns in my copy of the build, then deleting them without pushing the changes. Writing this post. Crying softly.

If you’d like to avoid a similar fate, check us out at the convention! It runs from March 28th to March 30th, and it’s found in the allegedly beautiful Birmingham, UK-style. We’ll have (indeed, already do have) a playable build of the game for anyone who wants to check it out.

We’ll also be streaming on the 6th of April…but would you rather watch Arvind grapple with as-yet unforeseen pre-release glitches, or would you rather experience the magic of discovering them for yourself?

Now, some of you’ve asked for more behind-the-scenes dev stuff, and it just so happens we’ve got an appropriate post prepared. Kicking the mic to myself for a look into…The Evolution of a Level.

We’re about to take a look at one of the levels in Chapter 3. The focal point of this chapter is a temple on the border of the slums and the city proper—specifically, the grand temple of Banka-Mundi. We’re mostly going to focus on a specific street leading to it.

Continue reading →

Page 7 of 16« Previous 1 … 5 6 7 8 9 … 16 Next »
  • © Pyrodactyl Games 2009-2024
  • Thank you for supporting us ❤
  • RSS Feed
  • Facebook
  • GitHub
  • LinkedIn
  • Twitter
  • YouTube
Pyrodactyl Games
Proudly powered by WordPress Theme: Debut.
 

Loading Comments...