Hi there! This is yet another blog in your favourite weekly updates!
This time there's only two new big features along with a big internal refractory and what not, so let's get right to it!
Crystals ReloadedIn our design document, we wanted to have crystals. These crystals were goi…
Sorry for the holdup, it's been quite a busy Saturday and didn't have the time to write the blog!
So, anyway... This week was really slow, mainly due to my newly acquired Switch. I was still able to add some interesting stuff as you'll see, but this week consisted mainly on fixing bugs and g…
Why hello there! And welcome to this 28th iteration of this Weekly Update blog!
This week, I'm gonna be honest, doesn't really have ground-breaking changes. Instead, it's a mix of refactoring, balancing, bug fixing and refinement...
So this is gonna be a short and sweet one. No complex …
Why hello there, and welcome to this 27th weekly update! I've been cooking up something literally game-changing (sorry for the pun).
Hang on tight and be careful not to fall, and let's get right to it!
Steppin'In my previous post, I've ended on a bit of a teaser. I've talked about …
Why hello there, and happy new year! I feel like 2019 is gonna one of those years where change is imminent, and let's just hope it's not a bad change but rather a pleasant one.
With the new year comes a new schedule. I've decided to write the Weekly Updates (and consequently ends sprints) on…
Why hello there! What a nice thing to see you again! This is another entry of your favourite Weekly Update!
This time it's all about (artificial) intelligence. Most new features are linked to AI in one way or another, so let's get right to it!
Step It Up!First, let's talk about sou…
Hey, nice seeing you again!
I can safely say that this update is packing quite a punch, so let's get right to it!
Patching up holesFirst, I want to talk about navigation meshes. Previously, only the procedurally generated floors were included in the navmesh baking process. This me…
Last week wasn't as productive as the last, but it's still substantial nevertheless.
So without further ados, let's get to it!
GUIsPreviously, some GUI elements didn't scale to the screen's density. This meant that no matter the resolution those items always remained at a set size.…