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Onwards, ever onwards.
With all of the critical co-op Dungeon-Crawler content in place and a few days of extra polish for the submission, Travellers Dungeon...
Displaying Progress: Light Menu Update
As expected in rouge-like titles, at the end of a session the Player is shown their progress to prepare them for another attempt. As...
Playtesting and Combat Assistance
Coming near the end of project time, I had another small set of tests on the game's combat and overall feel as my primary focus due to...
Confronting Foes: Enemy Variation and Systems
When dealing with confronting multiple enemies, the Player needs to know how severe a threat may be and some support on how to handle the...
UI/UX is hard!
Let's get real for a sec. UI is hard. UX is hard. Like QA, it's an area that many devs seem to ignore and not consider in the core loop....
The Expo Poster Update!
With the ExpoTees event coming up and tasks being cleared outside of my office work time, you may have noticed I took out some time to do...
Combat Chaining and Action Progression
With a rogue-lite style game, thematically Players are expecting to find rare spoils to partake in, from RPGs giving more base-damage...
Isome-trickery: Detail at a Distance
With all the visual feedback and shared-camera gameplay in mind, it's clear that features may be difficult to read at a distance. To...
Game Feel: Combat Richness and Clarity
To help build the battle gauntlet, I’ve been looking back into designs from books such as Game Feel: A Game Designer's Guide to Virtual...
A Dungeon Breakdown (Dungeon loop)
To accommodate the focus of easy-in gameplay, the title became more Real-Time Action to demonstrate some of these Dungeon-style elements....
Redesigning Gameplay and Companion App
Although the original RPG Turn-Based battle system would work as intended on a personal network (as I have freedom over Firewall...
Requirements for Replication Tests
The following tests were undertaken to improve my knowledge of Replication in UE4: networking between multiple Clients on a Server. These...
Early Design Plans and Schedule
With my base schedule setup for this new PC-Mobile project, I've been able to move forward with a step-by-step of what I want for my end...
Previously on Travellers
Traveller Kingdoms was used as an Interface task to practice deconstructing common areas found in RPGs acting as an entry title for...
Hello Teesside University! Hello World!
How's it going, everyone? It's been a while since I've done a development blog for a project, but I'm ready to do the best I can! The...
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