Dev Diary – Prototyping Point and Click (17/07/16)


I got to a point with the game where I was happy with and implemented some combat and abilities. However when I played it, the idea seemed a bit… well bland. It played out like every other game. It felt like Dishonored with shit combat. So I am trying something else out. I have been playing a lot more “Tactical” games like Fire Emblem and Valkyria Chronicles and wondered how I could enhance the “Tactical” from Kojima’s slogan of Tactical Espionage Action. And then I remembered a game I saw at rezzed called Masquerada: Song and Shadows, a “pause-for-tactics” rpg similar to games like Dragon Age: Origins. And I thought, “that would be cool to combine with a stealth game”. So that is what I am doing. I am playing games like Invisible Inc, Assassins Creed Chronicles and Pillars of Eternity for ideas and wrangling the old codebase I have to see if I can make something cool.

Here is a trailer of the game I mentioned:




Sharp DX Demo – The Revival

So, as a student from my old university helped me realise, I wiped out all my old SharpDX code when I was tidying up bitbucket. Slow clap right? Anyway instead of going over all the Direct X setup and all that jazz AGAIN, I have quickly put together a starting project. here:

The master branch will be updated as I start to work on my graphics demo, however the “StartingPoint” branch will always be there so you can have a good base.

If you want to understand how it all works again, you can look at the following links:

Sharp DX Tutorial – Project Setup and D3D Initialisation

You will have to do some tweaking with the new SharpDX version, but it should all work.

The one that has completely disappeared is the timing code, however, you can learn how to use the Timer over on MSDN:

I am not interested in showing how to render a triangle, or any of that jazz, you can find that anywhere. I will however be looking at the following:

Oh look, here it is again

I will also look at porting these to Unity later


Dev Diary – Vision Cones Visuals…. but not really (29/06/16)


When I started making the game I was never a big fan of obvious vision cones. Some games like Volume use a mesh method that is updated fairly regularly, which can be quite expensive to show this very obvious cone where yopu will be seen. The way I have decided to visualise the enemies vision is through a basic spotlight. The idea of the visuals was never to give a completely accurate representation, because in real life, that isn’t what you will get. Instead this give the player an rough indication . In my opinion, this feels a bit more natural then binary vision cones.

The actual logic works in a similar way to those described in the Unity Stealth Tutorial (which is used in certain other stealth games) and from the book, Hollistic Game Development with Unity 3D, which is worth picking up as it explores some more genre-specific stuff compared to some of the other Unity books I read when I was more junior.