Latest online Activity
Link to the demo:
https://maiu-online.com/
Hello Adventurer,
Since last post a lot changed, I even don't remember what write about. But better than writing is showing demo.
Finally time has come to share my game prototype with outside world. There are a lot of to fix and improve but I believe cur…
What I'm developing is a unique game that combines the old 2D RPGs that we all love and cherish with multiplayer aspects to allow for ever evolving dynamics between player controlled factions with results that will change and alter the game world dynamically.
But first, more about me.I am a 36 year…
I agree that the diagram is hard to read. Make the text bigger, and make the arrows bigger, and label the arrows for what they mean. Ownership? Communication? Reactivity? Dependency? Usage?
But, also, I think your architecture diagram seems to mix a bunch of different layers of abstraction.
How about…
Hello, Finally I finished work on first prototype of monsters AI module. Monsters have several states: IDLE, PATROL, DEAD, FLEEING, COMBAT.
Idle monsters are non active even when someone attack them. Patrolling ones are walking around and checking each 0.5s is they have someone to attack in a …
Choose an engine and stick with it! (Why and how I went from my own engine, to UE4, and back again!)
Hello all!
It has been a very long time since I attempted to yet again deliver my role playing game The Seven Spells Of Destruction to the waiting hands of gamers. Several times I have tried, and failed with varying degrees of success.
Let's recap on all the various…
“Team Manager” feels a bit generic, could fit for a game to climb the mount everest , or for a game to develop a game 🙂
I’ve recently finished creating an online multiplayer action RPG game, well I say finished, I’ve got the first main version out that is now fully playable :)
Although the game has been released, it’s still technically in it’s beta testing, however there are no major bugs anymore as they’ve all…
Greetings everyone, on this weeks blog post we wanted to share the new fracture system.
We are using a GPU instanced vegetation system which is pretty optimized and allow us to render lots of plant and trees. Each chopped tree or stone will be removed from the instance and replaced by a fractured ve…
Hello everyone! We have been working on our new procedural terrain generation system for a while. In this week’s blog post, we wanted to show you the results of the procedural system and the new features we will add to the game.
Before we start, we want to share some ideas which will change some cor…