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Category: Dev

  • First level – Eagle Islands

    First level – Eagle Islands

    Hello, This week, I worked on putting together the first level of the game. Beware, spoilers below 🙂 As usual, I’ll try to explain what my goal and constraints are… So I hope you don’t mind if I get chatty 🙂 OK! First, I must think about a simple goal for this first level that…

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  • Skybox, and Art improvement

    Skybox, and Art improvement

    Hello everybody, This last week, I spent some time on the artistic part of the video game creation. I – Skybox First of all, I tried to make the sky more lively, with a day/night cycle. I created a simple 3D sphere in blender on which I painted a day sky and a night sky.…

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  • Steven (the) Seagull

    Steven (the) Seagull

    Hello everybody, Recently, I wanted to work on something… absolutely not necessary for the game, but that may contribute highly to the atmosphere. In the few games I’ve played, I’ve particularly enjoyed moments where the player can navigate freely and discovers many “living” creatures. In my game, I’d like to recreate this kind of feeling…

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  • Graphical Interface

    Graphical Interface

    Hi everybody, Today, here is a little post about the Graphical User Interface (GUI) of the game. More specifically about what is called the HUD (Head Up Display), which is the interface displayed WHILE PLAYING (this is NOT the menu). You will see I ask myself looooots of questions even for a “simple task” like…

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  • Dialogs and localization

    Dialogs and localization

    Hello, Today, I’m going to talk about… dialogs (haha). Yes! There will be some dialogs in my game because I want to propose some kind of story (surely a simple one). So, I want the characters to talk, explain, … live. In addition, dialogs/explanations are useful for the tutorial phase. I – Localization First problem:…

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  • First weeks

    First weeks

    Hello everyone, This is the first post about my actual work on the game. Recently, I worked on a few graphical/art style tests as you can see below: The idea was to test different ways of mixing textures (tiling and blending). Unity can only handle 2 different sets of UV textures which might be annoying…

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