independent game development

Blue Tengu YouTube Title Card - S2E12

Blue Tengu’s Live Game Development Show – Season 2, Episode 12

In this episode, we give the player a way to cut the connections between enemies, and then force the enemies to go their own way with their new AI controllers after being cut off from their origins. Although we do manage to get both tasks done relatively quickly, a few debugging issues take some time […]

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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’s Live Game Development Show – Season 2, Episode 6

In this episode, we add the last two candidates for the circling mechanic – one a semi-automatic version, where the player can control the radius of their circle attack with the input (locking the pivot to where they started the circle), and the other an automatic version which either generates a small circle for a

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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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Blue Tengu YouTube Title Card - S2E2

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

In the 2nd episode of the new season, we start digging into our Trello task list and set up the project in GameMaker Studio, then get to work experimenting with the latest iteration of source control and GameMaker’s D3D system. We were wary of source control after the fiasco in the first season where the

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Blue Tengu YouTube Title Card - S2E1

Blue Tengu’s Live Game Development Show – Season 2, Episode 1

We just kicked off our new season with Episode One of the live game development show. As with the first season, we’ll be coming on to Twitch.tv two hours every week to work on the game live, but if you missed this week’s kick-off episode, we have it up on our YouTube channel. This week,

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