Skein is an old-school-style dungeon shooter currently in development. Taking a leaf from the Gauntlet school of games, Skein is a fast paced one or two player (co-op) game where you battle through hordes of monsters on a quest to save the soul of a talking sheep. The game features hundreds of enemies, a huge number of spells, 6 different playable characters and procedural dungeons with secret rooms, traps and all!
It's been some time since I posted about Skein, so I thought I better update people on progress. New sound, new HUD, new graphics, Steam integration and...
what's new in skein?
In this newest dev diary, I'm going to talk a bit about what's been going on behind the scenes in the game, since visually not a lot has changed in the...
black triangle days
I've been ignoring sound a bit in my dev diaries, so it's time to fix that and talk about how I go about sourcing and creating sound effects for Skein.
sound? what sound?
In any game, you need to be able to store information away for retrieval later, but what information should you be saving? Where to save it to? Local...
saving the day
This news post is about how I approached some of the effects (other than lighting) in Skein, as well as how (and why) I created hidden "easter eggs" in...
eye candy and easter eggs
The user interface and the user experience is one of the most important aspects of any game. If a game isn't pleasant to use right from the start, players...
ui, ux and all that jazz
I thought I'd take a slight break from the Dev Diary format, and spend a bit of time talking about what tools I use to make my games (other than GameMaker...
the tools of the trade
Skain still had no more than one type of enemy so it was time to fix that and start to expand the beasts and monsters that the player was going to have...
enemy at the gates
After my crisis which changed radically the direction of Skein, it was time to start programming some more of the core engine... Which meant adding special...
caves aren't square!
All devs have a period where they start to wonder whether their project is going in the right direction, and Skein was no different. In this article I...
mid game crisis
In this article I talk about how I created my own lighting engine for Skein after trying out a few of those available from the GameMaker: Marketplace...
let there be light
In this news post I talk about the "dumb" AI in Skein, why I chose the method I chose (FSM), and what is actually going on behind the scenes.
they live!
Getting the player controls just right can be a tricky thing indeed, and today we'll explore some of the design decisions taken for creating and implementing...
moving on
Today I discuss the design decisions (and a bit of the code) related to how the views and GUI were set up for Skein.
a view to a kill
In this news post I'll be discussing the use of my procedural generation scripts to actually create a maze, as well as how I designed some of the graphics...
bringing the game to life
In this post I explore the various ways that I could procedurally generate levels in Skein - particularly the use of Binary Trees.
organising chaos
Where do games come from? It all starts with an idea, often taken from another source, which is then built on. Find out where the idea for Skein came...
mummy where do games come from?
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