Live Game Development

Blue Tengu YouTube Title Card - S2E32

Blue Tengu’s Game Development Show – Season 2, Episode 32

In this episode of Blue Tengu’s Game Development Show, we take Project Skyring’s visuals in a new direction when we try out a hand-drawn look and test it in grayscale, thicken up the shadows, and then move to secondary colors for creepy (the good kind) results. We wanted to change the visual look from a […]

Blue Tengu’s Game Development Show – Season 2, Episode 32 Read More »

Blue Tengu’s Game Development Show – Season 2, Episode 31

In this episode of the game development show, we add landmark map names to Project Skyring to add a little atmosphere and to help give players a sense of direction when navigating the procedurally-generated world. The original inspiration comes from all of those maps we’ve seen in fantasy novels from J.R.R. Tolkien’s Lord of the

Blue Tengu’s Game Development Show – Season 2, Episode 31 Read More »

Blue Tengu YouTube Title Card - S2E30

Blue Tengu’s Game Development Show – Season 2, Episode 30

In this episode of the game development show, we begin undertaking the task of adding front-ends and menu GUI to the game. To accomplish this, we take a trip back through time and bring over some of the functionality we had in our Season One game, Project Spaghetti. In our first season game, the UI

Blue Tengu’s Game Development Show – Season 2, Episode 30 Read More »

Blue Tengu YouTube Title Card - S2E29

Blue Tengu’s Game Development Show – Season 2, Episode 29

In this episode of the game development show, we take control of Project Skyring’s weather by setting the weather manager to change weather patterns based on the type of room the player is flying around in. We began with calculated vector graphics based on a YouTube tutorial, but it doesn’t take long to realize how

Blue Tengu’s Game Development Show – Season 2, Episode 29 Read More »

Blue Tengu’s Live Game Development Show – Season 2, Episode 28

In this episode of the game development show, we add a day & night cycle to Project Skyring. We employ GameMaker’s surfaces to get the job done, using one to hold the semi-transparent black rectangle that lies on top of all of the other graphics in the game, giving them a darker tint. We then

Blue Tengu’s Live Game Development Show – Season 2, Episode 28 Read More »

Blue Tengu YouTube Title Card - S2E27

Blue Tengu’s Live Game Development Show – Season 2, Episode 27

In this episode of the game development show, we add clouds that block the sun and prevent the player from recharging if caught under them. We’ve always wanted to add weather, but a question about the advantage of having an altitude system was brought up two weeks ago by viewer Pandabitz, and clouds were one

Blue Tengu’s Live Game Development Show – Season 2, Episode 27 Read More »

Blue Tengu’s Live Game Development Show – Season 2, Episode 26

In this episode of Blue Tengu’s Game Development Show, we add a few more tiles to Project Skyring’s procedurally generated islands: volcanoes and lava. These tiles aren’t just for decoration. The volcanoes, while being a type of mountain, can generate trails of lava that lead away, and these trails can hurt the player if the

Blue Tengu’s Live Game Development Show – Season 2, Episode 26 Read More »

Blue Tengu’s Live Game Development Show – Season 2, Episode 25

Happy New Year! In this episode of Blue Tengu’s Game Development Show, we start to give the artifacts scattered across the map some meaning by giving them each a unique identity and having them point to the nearest monolith checkpoint. Until now, artifacts have just been randomly scattered items that the player can collect; they’ve

Blue Tengu’s Live Game Development Show – Season 2, Episode 25 Read More »

Blue Tengu’s Live Game Development Show – Season 2 Christmas Special (Episodes 23 & 24)

In this two-part episode of Blue Tengu’s Game Development Show, we celebrate Christmas by implementing snow and ice terrain into our maps, giving Pandabitz’s heligator a Santa hat, and then bringing back Twitch chat functionality from our Season One game, Project Spaghetti. First, in part one, we modify the heligator enemy to be a little

Blue Tengu’s Live Game Development Show – Season 2 Christmas Special (Episodes 23 & 24) Read More »

Blue Tengu’s Live Game Development Show – Season 2, Episode 22

In this episode of Blue Tengu’s Game Development Show, we move away from individual islands and set up our first room transition because we’re going to need the breathing room to make a giant, explorable world without overflowing the memory on players’ computers. For the moment, moving from room to room will work better for

Blue Tengu’s Live Game Development Show – Season 2, Episode 22 Read More »

Scroll to Top