Games

June 2017

Gorescript so far

2017-06-29T10:51:58+00:00 June 29th, 2017|Categories: Community, Games, Written by our colleagues|Tags: , , , |

It all started in March 2017, amidst the rumours of Steam, the largest games digital distribution platform, closing their Greenlight program and replacing it with an unknown yet submission fee. The time was right to launch our Greenlight campaign for Gorescript, a classic shooter, inspired by the 90s first person shooter games, such as Doom

February 2017

3D Cyberpunk Alley Environment

2017-02-16T14:50:11+00:00 February 16th, 2017|Categories: Games, Written by our colleagues|Tags: , , |

A while back, I’ve worked on creating a new environment: a piece of city in which various characters will be placed. We’ve decided on making an alley just off a main street, at night. My goal was to capture the feel of a shady bar, where crooks and outlaws go to have a drink and

January 2017

JavaScript: Do you like games? (Part 6)

2017-01-25T15:46:39+00:00 January 25th, 2017|Categories: Games, JavaScript, Technical, Written by our colleagues|Tags: , , , , |

It’s time to cover asteroid generation. I bet you never thought playing with rock would be fun… well, you were wrong! Before we code, let’s visualize and put into words what we want to achieve: we want a class that will draw an asteroid (stroke of genius right here) it should be drawn randomly within

JavaScript: Do you like games? (part 5)

2017-01-19T11:37:33+00:00 January 19th, 2017|Categories: Games, JavaScript, Technical, Written by our colleagues|Tags: , , , , |

I believe it’s high time we attempted to build a game with the engine we have so far; wouldn’t you agree? We’ll be making Asteroids, which first made its debut in November 1979; released by Atari Inc. There are so many ways we could implement the game: we could use sprite sheets, as we do

JavaScript: Do you like games? (part 4)

2017-01-12T11:42:11+00:00 January 12th, 2017|Categories: Games, JavaScript, Technical, Written by our colleagues|Tags: , , , , |

We’re going to continue with DisplayObject which extends Scene. You can review the schema in part 1 of this series but we’re going to make some changes to how things are named. Its job is very simple; it will group objects that need to be rendered in a children array and it will expose methods

November 2016

Trick-or-Treat your bugs!

2016-12-07T12:48:10+00:00 November 3rd, 2016|Categories: Community, Games, Technical, Written by our colleagues|Tags: , , , , , , , , , , , , , , |

We’re Amused Sloth and we recently released our newest needle to the haystack called mobile games, in the form of Disco Dave (iOS/Android). The game was well received by both Apple and Google and we got to 500.000 downloads in the first month which was enough to make us proud and boost our egos a bit.

September 2016

Creating the Africa Fantasy Environment

2017-01-06T11:35:43+00:00 September 23rd, 2016|Categories: Games, Written by our colleagues|Tags: , , , , , , , , , , , , |

This month was spent creating a new environment. We chose an African theme, based on the savanna. Vlad made a few concept sketches but eventually we settled on the one below: Taking into consideration what I learned when making the Cyberpunk Alley, I tried to have more variation and exploration from the block-out stage. Since

July 2016

About Combat System Design

2017-01-06T11:43:37+00:00 July 22nd, 2016|Categories: Games, Written by our colleagues|Tags: , , , , , , , , |

Designing a combat system is always something that seems easy in theory, but it gets complicated in practice. There are many causes for this, starting from the lowest level of individual attacks up to the high level aspects of purpose and balancing of all the available tools and enemies. This article deals with some advice,

June 2016

Two Unity tricks for isometric games

2017-01-06T11:50:29+00:00 June 2nd, 2016|Categories: Games, Technical, Written by our colleagues|

Here are two small tricks that can help if you’re making an isometric 2D game in Unity. Ok, so not actually isometric, but that’s the term we’re used to in videogames, so we’ll go with it. These are quite basic and if you’re working on such a game you’ve probably already tackled them your own way.