It took me a whole week to just split down the next chunk of work for Project 2, but I did find the drive to get some of it started!
Welcome to the third dev blog for Project 2. If you've missed the first two you can find them here (#1) and here (#2). GameplayPreviously, I went into a bit of a technical
Last time around I focused on how I built the world builder and the Procedural Generation around it, this time I'll be discussing the structure of the code and how it fits in with the rest of the project.
"Project 2 is the next game indirectly following on from my previous release Prophecy. It's shaping up to be a turn-based escape style game, with cel-shaded style visuals."
Prophecy is a small ambient puzzle game and prologue to the other four games within the Shattered Worlds bundle.
There are a few ways you can financially support my creative work by the following: Buy my games at https://lparkermg.itch.io/ Buy merch at https://www.redbubble.com/people/mrlparker/shop
Dungeons of Loot is going into a year or two long hiatus, paving the way for some more short-form projects.
"Enough of the negative stuff though, I'm very happy that my creative spark is back and that I'm doing game development once again." - Luke 2020
As someone whos fulltime job is as a software developer, there are always new things to learn, whether it be new design pattern, a new language or existing features in a language you've
A deep dive into Guide of the Butterfly
Everyday we take on step closer to death and become slightly different in the process...
A small experimental game, made to process my own grief.