About MeHello, my name is Alexander Konstantinov, I am an experienced web developer interested in making games as a hobby. More...
Version 0.07 is out. Changes: Added water layer. Added mini-map. Added GUI for castle’s and mana collectors’ health/mana and the currently selected spells. (I used icons made by Lorc as a placeholder. The full set is available on game-icons.net.) Advertisements
After a long break I’ve returned to working on the game, and here is a new update! New features: Mana dropped by monsters can be “possessed” with a special spell, it then increases player’s maximum health and mana. Player can … Continue reading
A new build v0.05 is available right there. Not much changed since previous progress update: added Heal spell; all spells now consume player’s mana; many small fixes and tweaks. Changelog since v0.04: Added GUI: menus, options screen, HUD displaying player’s … Continue reading
Last week I (somewhat unexpectedly even for myself) implemented a feature I hadn’t even considered before: split-screen multiplayer. Up to 4 players are supported, just make sure you have a big display and enough gamepads. It turned out much easier … Continue reading
My unnamed planet game is unnamed no more! It’s now called On The Wing, which, I believe, perfectly fits the nature of the game.
A lot of work done this week and not much to show. The only new gameplay feature I’ve implemented: monsters now drop mana when killed. You can’t do anything with it yet, but at least it looks nice, especially during … Continue reading
The biggest change in this build: I’ve implemented an aggressive AI for monsters. They’re now switching between two behaviors: Wander (flying around randomly) and Attack Player, when the player gets too close to them. While attacking, monsters shoot fireballs at the … Continue reading
Last week’s progress on my new unnamed planet game: Added Fireball spell; rewritten spell system, it is much easier now to implement new spells Added basic code for 3D steering behaviors that will later be used for implementing NPCs’ AI … Continue reading