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A Big Push

Jul 12, 2015

I've taken this past week off of my day job to put in a whole bunch of extra time on this project.

It's been amazing waking up every day and saying "I get to do game dev for work today."  And with so much time to devote to this project, I've gotten a ton of stuff working!

I gave myself a checklist of things to get done, and while I usually tend to be overly optimistic on how things…

Dev Vlog 3 - Positioning is Everything

Jun 30, 2015

Dev Vlog #3 - Been working on item positioning

Can you pull it off?

Jun 26, 2015

This past week has been focused on map objectives.

Rob is mainly working on the behind the scenes implementation, but I have been putting together the front end for that.  This means objective tracking, indications of success and failure, and nice hooks for the back end to call into.

I've also been working on a "level end" screen, which tallies up a whole bunch of objectives, as…

Clash of the Classes

Jun 24, 2015

Heya Folks

It's inevitable in every project that involves more then one person that you'll come apon two peices of code that just don't mesh well together. That's just the price of sharing the work load generally speaking. This has finally happened to our current project. By bringing in certain features Jesse has written sections of what I have written have developed certain glitches. These…

Playing with Particles

Jun 19, 2015

Just to note, we are now sticking to a more static post schedule here.  Rob will be posting on Mondays with a new vlog each week, and I will be posting every Friday.  Not sure if I am going to do vlogs myself yet.  Still deciding on that one.  Anyways, on to the post about the game!

Anyone who knows me or follows my work will be able to tell you that I *love* particle effects.…

Dev Vlog 2 - It Spins!

Jun 17, 2015

Dev Vlog # 2 - I've got some neat UI stuff working to show off.


Jun 12, 2015

Recent weeks have been a plethora of things.

I've implemented a new pathing engine that allows dynamic creation of nav meshes.  I ended up getting something cool working regarding actually generating the nav mesh at runtime, but ultimately it didn't end up getting used.  Oh well, that's life.

I've done some work with Blender and applied scale and UV mapping to almost every single…

Dev VLOG 1

Jun 03, 2015

The first of many VLOGs to come. Cause showing is better then typing!

Database Hiccup!

May 25, 2015

Had a scary moment when the VPS providing the web server here crashed...took a while to get service restored, but I was able to get everything repaired and have minimal data loss.


Anyways, we have been flying along here at Qor Concept, and are coming up on some really exciting things!  Unfortunately I can't talk too much about them yet, but be sure to look for them in upcoming…

Fog of Cover

May 06, 2015

Over the past little while I have been working on some features that are some of the larger ones.  Things like fog of war, and a cover system.  There are more features like this, and they don't really produce visible results until completely done.

However, they do take a long time to implement!

Currently, I have working fog of war that supports multiple revealers and dynamic revealers…