Two weeks ago we spent five days at Tenerife Lan Party 2018 , a huge technological event in our island where thousands of gamers, geeks, otakus and well, you kn...
We already explained in this past entry how we wanted to focus on diegetic and meta user interfaces. During this week we created two shaders that might be handy...
Most building blocks are in place! We are ready to start creating the game that will be played in the stand we'll occupy in Zona Indie during the Tenerife Lan P...
This week we worked on predictive aim. The player enjoys a bit of assisted aim and AI uses it to shoot at the player. Ballistic weapons use it (that is, weapons...
We are testing some user interface (UI) ideas in this build. There's a nice article in Gamasutra about four kind of interfaces with fancy names I usually have t...
So we were able to walk on planetoids and it worked like a charm. But would we be able to fly across space? That was the next test, which came with a deep chang...
Rain, Sand, Stars! was 2.5D (that's 3D models moving on a plane) because we were simply unable to make the main character run on a fully 3D spheric planetoid...
During the first half of 2016 we spent quite a long time learning how to work with meshes. We wanted to move the vertices of an icosphere around in order to cre...