New I Am Overburdened update, new entry 😉 This time instead of launching new content or features I'm upgrading the graphics of the game a little.
Haven't written for months now about Operation KREEP. It is time to revisit this old buddy bud bud of mine! Yes, as the title suggest, it is cross-platform time 😉 ...
This post is going to be more like a tutorial, than a journal entry. I highly recommend checking out the video version, as it is heavily audio oriented + it contains some recent game-play footage 😉 .
This entry turned out to be lengthy and pretty technical. Sorry about that, but last week was spent only on "under the hood" stuff. So the agenda is the item system which became really sophisticated, especially compared to the size of the game + the difficulty and pacing management.
Hello everyone! In my last post about Operation KREEP, I mentioned that for the 1.2 update of the game I made some improvements to the input handling logic and hinted a near future deep-dive into this topic. Quite a while ago, right before releasing the Steam version, I wrote a similar post describing the input … Continue reading KREEP, missed tap.
Haven't written in a while about what is up with Operation KREEP or my next game, not even game-tech related posts, and I think it needs a little explanation ( at least me, myself, are in desperate need of some honesty towards myself 😦 ). After I finish my rambling about "life and stuff", there … Continue reading Magic Item Tech, honesty and shame…
Hi all! It is time for some software testing framework talk again 🙂 ! As you know, I'm a big quality/testing advocate (especially when it comes to software!!!), and I've been working for a while now, in my "lab", on a high-level testing and automation framework, since I've reached the limits of usefulness of unit … Continue reading Magic Item Tech, testing – part 3.