Project Skyring

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 […]

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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

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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

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Blue Tengu YouTube Title Card - S2E21

Blue Tengu’s Live Game Development Show – Season 2, Episode 21

In this episode of Blue Tengu’s Game Development Show, we start saving and loading our randomly generated islands to files and attempt to find some ways to make the generation process more efficient. Our attempt at front-loading before the stage begins doesn’t work out so well, so finding ways to cut down on the frame-stoppage

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Blue Tengu Game Development Show YouTube Title Card - S2E20

Blue Tengu’s Live Game Development Show – Season 2, Episode 20

In this episode of Blue Tengu’s Game Development Show, we take our random hex island landscapes and give them a few rules to make them more natural – and easier on the player too – based on some of the rules we considered in this post. The first step is to get the different terrain

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Blue Tengu YouTube Title Card - S2E19

Blue Tengu’s Live Game Development Show – Season 2, Episode 19

In this episode of Blue Tengu’s Game Development Show, we continue working where we left off with the hex grid for our world map. As mentioned in a previous post, we tried out a quick fill the world with random tiles approach, even making it more efficient by localizing it near the player, but, as

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Blue Tengu’s Live Game Development Show – Season 2, Episode 18

In this episode of Blue Tengu’s Game Development Show, we finally get started on the game’s map by creating the hexagonal ground tiles we’ll eventually use to fill out the level and lay them down for testing. The information from Red Blob Games, mentioned earlier in the week, helped us get started on thinking about

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