game development

Blue Tengu YouTube Title Card - S2E11

Blue Tengu’s Live Game Development Show – Season 2, Episode 11

In this episode, we return to the enemy AI to revise how we do our clustering behavior, coming up with a much simpler and less processor intensive way of grouping the enemies that fly at the player. To avoid the processor-heavy calculation of each enemy x each enemy (n^n complexity), we instead relegate control to […]

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Blue Tengu YouTube Title Card - S2E10

Blue Tengu’s Live Game Development Show – Season 2, Episode 10

In this episode, we take a break from the enemies to work on landing on islands and separating the ground controls from the air controls. This gives us the base for the later boomerang controls when we’re ready to add them. We started by changing the island behavior so that the player no longer changes

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Blue Tengu YouTube Title Card - S2E9

Blue Tengu’s Live Game Development Show – Season 2, Episode 9

In this episode, we continue where we left off in episode 8 by making the enemy more dangerous to the player. The first step is to lay the groundwork for enemies to group up into larger, more difficult to surround formations. Although we need a “next nearest” script to get the functionality working, we do

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Blue Tengu YouTube Title Card - S2E8

Blue Tengu’s Live Game Development Show – Season 2, Episode 8

In this episode, we start making the enemy more aggressive by having them actively seek out the player or zip across the trail the player leaves behind. With the base control scheme in place, we need to make the enemies a threat to the player to put the circling mechanic to the test. We start

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Blue Tengu YouTube Title Card - S2E7

Blue Tengu’s Live Game Development Show – Season 2, Episode 7

In this episode, we take what we’ve learned from the movement and circling mechanics we’ve implemented so far to find our base system for the game. For those of you who haven’t followed the show or this season so far, the core gameplay is circling around enemies to destroy them, while flying through an open

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Blue Tengu YouTube Title Card - S2E5

Blue Tengu’s Live Game Development Show – Season 2, Episode 5

In this episode, we limit the player’s powerful circling mechanic with an energy supply that recharges slowly to a certain limit in dark areas, but much faster in designated “light” areas. Since the last episode, we also started making a parallel prototype in Unreal Engine 4, which we show, as well as a second circling

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Blue Tengu’s Live Game Development Show – Season 2, Episode 4

In this episode, we implement the first possible enemy circling mechanic: holding the attack button to create larger and larger preset rings that do variable damage to enemies depending on their size and color. Credit goes to viewer Pandabitz for the suggestion as one way to keep the gameplay moving while still having a strategic

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BlueTengu You Tube Title Card - S2E3

Blue Tengu’s Live Game Development Show – Season 2, Episode 3

In the 3rd episode for this season, we get started fiddling with flying controls, and get by with a lot of help from our friends. We also go over our thoughts on the project’s 3D outlook from an earlier blog post and some of the points for us to consider this month on whether to

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