Screenshot Saturday turns into
this time around to show some actual movement in Choco.
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I've added commenting powered by Disqus to the tech-blog, so feel
free to look up some old posts and let me know what you think, or
by all means tell me how I wrong I got it. Would love to hear some
A smoking hole in the ground
With a destructible environment, you're bound to have some smoking
holes in the ground. Unfortunately, the biggest hole right now is
sitting right where the
used to be.
Blog post doing more PID work
A new post on animation by controlling angular momentum using PID is up,
expanding on the previous installment by moving into a three dimensions.
Asset pipeline blog post
A new tech-blog entry has been posted on
creating a model format suitable
for your game using Blender. Blender offers an extensive Python API
which should allow you to get just the file format for you.
Web site launch
We're launching a new web site today to better show the independent game
development focus. There might be a few issues until all kinks have been
straightend out and there'll surely be a few minor design changes, but
feel free to have a look around!
Doors open at excuse
excuse studios is a small independent game studio, and we've
just kicked off the development of our first game, code named
"Choco". The game is set to hit Steam
Greenlight towards the end of the first quarter 2014, but we'll keep you
updated, posting development progress and tech-blog entries as we go
along. So check it out, and let us now if you
might be interested in helping us out during beta testing.