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You've found the place where we try to keep everyone up to date about game development progress and everything related to our little independent video game studio.

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Week 46 - Inventory panel WIP
Dec. 19, 2011

So, what's new this week? ...well, I got a bad cold and I'm only half functional at the moment, so there's no video this time :(

But...here's a quick preview of the Inventory panel for Blackreef Pirates!


New inventory panel (click to zoom)

We still have some time to spend on it, what would you like to see improved or changed? (yes, many icons are still placeholder and buttons need to be moved...)

In other news, Marco has started working on a set of new weapons so we can test them on the inventory screen :D

Training sword Axe

Week 45 - New animations
Dec. 12, 2011

I know...I know..it's late! Here's the (late) week 45 summary: "I used to be an animator like you, then I took an arrow in the knee"

In this weekly video I'm going to show you the new animations for walking, running and running with drawn sword.

Also, there are some improvements in the specularity for characters and weapons shaders.

Week 44 - Blacksmith assets
Dec. 2, 2011

Hey everybody! This week I'm going to show you some of the new assets that will be used by the city blacksmith. A blacksmith? Yes, we're planning to have a craft system :D

Here's a little video of the new assets...

Week 43 - Indoor scenes and blob shadows
Nov. 24, 2011

So, what happened this week in our hidden pirate cove?

Blob shadows

Due to the massive request of this feature I worked on a way to display the character shadows. No, unfortunately these are not real dynamic shadows since they not work on iPad and older computers. Instead I choose to do something more old-school using a textured quad and some code to orient it to follow the terrain geometry. Sure, as always, it can be improved or replaced with something better but I'm already happy with the results.

Indoor scenes and camera

We also did our first indoor scene, it's going to be used as a little store. It's a separate scene because this way it's easier to add more detailed objects and a different camera style.


The camera used for little indoor scenes like this will be completely automatic, similar to the one used in point&click adventure games. And no minimap for indoor scenes! You're not getting lost in here, right?!

Here is our traditional weekly video, enjoy!

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