Game Development

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 Pixel Animation

Randomness, How Much

Over the past few weeks, we’ve been adding a lot of randomness to our game, Project Skyring. In addition to the standard random appearance of enemies and their configurations, we’re also randomly generating the hex grid islands that form our map’s terrain. These hex tiles include beaches for landing and taking off, plains for quick

Randomness, How Much 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 »

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

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

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

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

Blue Tengu Pixel Animation

Hex Rules in Project Skyring

This coming episode, we’ll need to start working to make the islands we drop on the map more natural, which is going to require some hex rules. Currently we have a map composed of the following hex tiles: none = ocean, landing strip (start, middle, end), ground, forest, mountain, light (where light can overlap other

Hex Rules in Project Skyring Read More »

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

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

Blue Tengu Pixel Animation

Project Skrying’s Hex Grid

Since last week’s episode, we’ve put some overtime into testing out auto-filling Project Skyring’s room with the hex tiles we designed. As we like to make everything we do as transparent as possible, here’s what we did. Our first solution, just to test it, was to brute force fill the entire room with hex tiles.

Project Skrying’s Hex Grid Read More »

Scroll to Top