Update v0.11 (Vengeful Spectre) is here
We have an extra spooooky update out for Halloween yay!
We always envisioned the ghosts flying all over the place and haunting things but never had a chance to implement it til now, and I’m so glad we did! Zip around the place rattling chains, making paintings bleed, or inhabiting furniture to fling it across the room! We have two fishy new monsters, a crapload of bug fixes, and finally MIMICS! Watch out for those chests, becuase some of them can be sneakily inhabited by spirits, and those things pack a mean chomp!!
Hope you have fun with it all 🙂
I made a Unity Extension for editing sprite animations
We do a lot of sprite animation (well… Barney does) so I made a swanky tool to make it nicer to edit them in Unity!
It means we can edit animations without having to fiddle around with unity’s convoluted animation system that’s built for much more complicated 3d games. Also I realised making tools like this is really pretty fun!
So if you’re a Unity developer check it out here:
This guy is even more normal… a little TOO normal if you ask me.
Teok is hungry.
Another normal guy… very very normal…
Had some requests for the Qaahl image
Here he is, in all his completely-normal-dude glory!
Nothing weird going on here, just a regular dude chilling out on his monolithic stone throne…
Things remain extremely ratty around here!
We need to do steam trading cards for the release, so I’m doing higher detail images of gods on their thrones for the artwork!
For me the priority really is more bosses, but there are 1000 other things like trading cards and achievements that we need for launch, so I’m trying to get them all done ASAP, to try and buy enough time to have a go at more bosses- fingers crossed!!!
Unleash the Vermin!
We have a new update out, chock to the gills with new rodents!
We’ve revamped the store teleporters, to give new heroes a better chance to go to the store for upgrades, and we have a bunch of new weapon-magics along with better art for showing the magic on your weapons. Hope you enjoy it and it tides you over while we plod away on the longer-term stuff 🙂
Now he has a monster to fight…
Continuing to figure out this dark low-palette style.
A unity tool to find prefabs that reference an object
I don’t post here much because Barney has all the cool art to show and I just do programming which is sooooo boooooring. But the blog was getting so interesting that it needs some mega-dull code related stuff to tone it down. (Seriously, code is super boring. It’s literally just text. Like one of those books that don’t even have any pictures in, or a website with zero rotating skull gifs)
Anyway, made a tiny tool which is pretty useful if you’re using unity and your project’s starting to get unmanageably big like ours is for Crawl. It searches through the dependencies of all your prefabs to find which ones reference an object/script.
To use it, grab the code from here (it needs to be in under a folder named “Editor”).
Then you can right click an object or script in the project window and click “Find References”. It’ll pop up a window with all the prefabs, which you can select from there, or click the little arrow to dig deeper. EASY!
Just some pixel doodling
Just a little test for an art style I’ve been daydreaming about… I have an idea for a little combat-arena game where you can sort of do some “farming” type stuff between fights to alter what kind of stuff spawns in the arena, and you use bits and pieces you chopped off monsters during the fight to grow new things… it’s all very early but I’m having fun daydreaming about it anyway 🙂