There’s only a few hours left before voting ends and since I’ve put it off for so long, here’s a post mortem for my Ludum Dare 37 jam entry BreakAround (Also Happy New Year Guys!!)
It’s been at least three or four months since I last posted a development log for Balls so just in time before the holidays here’s how much the game has progressed so far from late September to now.
It’s been a while since the last development log for Balls so here’s how the game has progressed so far since the last three or so months.
I haven’t done a proper blog post in a while but for this one, it’ll be more about what I’ve up to the past two months as well as stuff regarding the future.
As we’re nearing release for my little indie game Balls, I think now is probably a good time to post up a development log and check out how much progress was made since the last log a few months ago (Once again, since there’s quite a lot of progress to summarise, everything will be broken into a concise month by month format to keep things short).
The results for Ludum Dare 35 were out earlier this week and as usual I’ll be doing a quick analysis of how I did for my entry SHAPE.SHIFT(), talking about where I did well and where I didn’t (For the post mortem, you can click here).
It’s been one week since judging for Ludum Dare 35 started so I thought this might be a good to start writing up the post-mortem for my entry SHAPE.SHIFT().
It’s been 5 months since I’ve posted a development log for my little indie game Balls (formerly known as The Ball) and I’ve done so much during that time, the difference between how the game looks right now and how it looked 5 months ago is astounding.
Last weekend I took part in my second Global Game Jam (My first was back in 2014 and I didn’t participate in last year’s one as my Surface hadn’t arrived at that time when I ordered it) and I figured I might as well make a little blog post talking about the game I made with my team Cracked Up as well as talk about my overall experiences during the jam.
The results for Ludum Dare 34 were recently published this week and like before I’ll be doing a little analysis of how I did for my entry Rolla Grolla Arena, discussing where I did well and where I didn’t (Click here for the post-mortem).
Since there’s about two weeks left until the judging period for Ludum Dare 34 finishes, I figure now might be a good time to write up the post-mortem for my entry (Rolla Grolla Arena).
This is the second part of my latest development log for my little indie game The Ball. For the first part, please click here
It’s been a while (around 2-3 months to be exact) since I’ve posted something regarding the progress of my little indie game The Ball so I thought I might write up another development log detailing what I have done so far since then (Unless you happen to be one of the few people who regularly read/stalk my Twitter page by which in this case you probably know what I’ve done already :V). Since this progress log is going to be fairly big, I’ve decided to split it into two parts (this right here is part 1) to make it easier to read with the second part coming out later this week (Edit: Part 2 is now available to read here!!).
The judging period for Ludum Dare 33 finished recently and just like last time, I’ve decided to make a quick analysis of how I did for my entry First Person Giant Monster Game (although it’s probably about 2/3 weeks late), discussing where I did well and where I didn’t (Click here for the post-mortem).
There’s only two weeks until the judging period for Ludum Dare 33 ends (as of the time this was posted) so I figure I would write up a post-mortem for my entry (First Person Giant Monster Game).
Just thought I’d make a quick post regarding the progress I’ve done for the little indie game that I’ve been working on for the past 3 to 4 weeks.
Haven’t made a post in quite a while now (well, two months to be exact) but I figure I’d make one just to let you guys know what I’ve been up to these days (unless you’ve been following my updates on Twitter).
So the judging period for Ludum Dare 32 just finished recently and I thought I might do a little analysis of how I did for my entry Beacons, talking about where I’ve done well and where I didn’t do so well at (For the post-mortem, click here).
It’s been a while since I last wrote a post-mortem for my Ludum Dare games. The last one I did was for my entry in Ludum Dare 28 but then I kind of stopped writing them afterwards because I simply wasn’t bothered to do them any more. However, seeing as I’m trying to make use of this blog more, I figured why not do a post-mortem of my entry for Ludum Dare 32 (Beacons) here (It also happened to be my 5th Ludum Dare game since I started taking part in 2013). After all, I did say in one of my previous posts that if I end up making something for Ludum Dare 32 (which I did), I’ll put up a post-mortem.
Hello there. Well I did say I was going to use the blogging part of my website more so here I am making a post about my day visiting Norwich for the 2015 Norwich Gaming Festival on the 11th of April. I won’t bore you with the travel details (if you insist, I had to wake up super early to catch an 8.38am train from London to Ipswich and then get a rail replacement bus to Norwich) but for me, it was a pretty good experience.
Well once again it seems that I’ve neglected the blogging part of this site again (seeing it’s been about a year since I actually made a post). Of course a lot of stuff has happened over the past year and whilst there were a few good moments, sadly there were a few bad ones as well.
Wow. I haven’t updated this blog in such a long while. A lot has happened since I made my last post and I’ve been busy with a lot of stuff, I’ve guess I’ve kind of neglected this blog. I’m not going to go into too much detail so I’ll be brief about what’s happened since then:
In case you didn’t know, the latest version of my bullet hell game demo is now up. As always, you can find the demo on this site’s ‘Portfolio’ section (or just click here). For those who are interested in what has changed since the last version, do read on…
So after about a week of getting to grips with Unity (and C#) by following a couple of tutorials online; One month later, making use of everything I’ve learnt so far about Unity, I’ve created a rather simple 2D vertical scrolling shooter game along with a playable demo that you can all download and have a go with as well.
Hello there. You probably have no idea of what’s going on right now aren’t you? Well in case you haven’t read the about page of this blog yet, I might as well give you the somewhat short version of it:
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