Generating Levels
One of the things I worked on last week was a solution to the procedural level generation that Team One’s game will make use of. Basically, a level is a 2D grid of walls and floors that the player will...
View ArticleSeeing It Through Ep 10: Sickness Edition
This week it’s just Tom and David as we sickly discuss the work we’ve done this week. 2D Lighting
View ArticleSeeing it Through Ep 8: Guard Patrol Timing
This week David, Thomas and Paul discuss an issue we have discovered while working on Shapes of Grey, guard synchronisation! The whiteboard table being put to good use.
View ArticleSeeing It Through Ep 4: Lighting
Subscribe to the podcast here. In this episode of Seeing It Through I make my first appearance to talk about lighting and how we are thinking of implementing it in Unity3D and the Flatland universe....
View ArticlePrototype Fortnight: Sneaky Shapes
Here’s a stealth prototype that myself and Paul worked on. The main stealth mechanic (besides just just staying out of the enemies’ field of view) is blending into the walls of the environment by...
View ArticlePrototype Fortnight: Combating the Issues
Hello! I’m Thomas Bowker, and while this is my first post here, I’ve been at SeeThrough since the beginning of Fallen Angle. This is a prototype that I finished last week. It’s all about combat....
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