

Rain engine #2
We've had a sunny weekend here in Stockholm, but I have been coding rain. Since my last update I've fixed a few bugs in the rain engine related to splash angle and drop transparency and I've also added an option to control length of the drops. But more importantly, I've made and uploaded a new rain video, of higher quality than the previous one, to my YouTube-channel. So far I'm using the open source software OBS Studio (Open Broadcaster Software) for recording. But this is t


Rain engine
Today I've been working on my rain engine. I've shared the code I have so far on BitBucket and also published a short demonstration video on my YouTube channel. I'm not entirely happy with the outcome. The splashes look a little strange and I think I need to apply some randomization on the velocity of the drops to make it feel more alive and maybe stretch the drops to be more than just a pixel long. For now it will do, but I'm quite sure to iterate over it again after seeing
Engine & Language
When developer collegues learn that I'm writing a game, the first question they ask is almost always what engine I'm using. The second is in what language. So what follows are the answers to these questions and the motivation behind them. I'm writing the game in C# and using the MonoGame-framework as "engine". And why have I made these choices? Well, when I started this project I had following criterias in the search for a suitable engine: It should be free. It should be easy


Welcome my little dinosaur!
By chance I stumbled upon an advert for a used therapsid synthesizer and when I read it was based on the C64 SID sound chip and that it was intended “to create roaring noises that will cut through your mix like razor-sharp claws through a mammoth steak.” I knew I just had to buy it. Hopefully I can use the synthesizer when creating music for 13 RONIN but for now it's lying on the sideboard keeping my old reel-to-reel tape recorder company. Twisted Electrons therapsid demo Lin
Coding & Weather
I've taken a break from the asset drawing and spent the last week actually doing some proper coding. The game now have a structure with presentation-, intro-, game- and highscore screens. I've added some of the new animations to the game and also added life indicators to the top of the screen. Other things I'm focusing on right now are doing a weather system, I mean we can't always have our hero fighting in the sunshine, that would just be too easy. I've implemented a particl