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Back again!


It’s been a few years since the last post, the site changed domains, I gave another shot to level generation in OneGun, failed again, made another prototype for my BEng thesis… A lot has happened.

But now, OneGun is alive-ish again! After yet another reboot of the project! This time backed by the amazing Dungeon Architect engine plugin that will hopefully solve the issue with level generation, the thing that always held me back the most. And knowing that, I started with the actual gameplay systems leaving level gen for later. Read more to see one such system at work.

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Development state video #4 — 28.08.2017


One Gun

Recently, I put a lot of focus into the gun. The game is named after it, so it damn better be iconic! Or at least recognizeable, I don’t dare to compete with the likes of the Portal Gun.

Also, I went to an interview for an internship at a large gaming company. I’ll see how it went in two weeks time, but in the meantime, instead of counterproductively waiting, I plan to get at least some upgrades done, both mechanically and artistically. And, as always, a more detailed breakdown on the video in the rest of the post!

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Back from hiatus!


Life happens. And it hits hobbyist one-man teams especially hard. But I’m back, and with a vengeance! New assets are coming! Upgrade system is all figured out! OneGun is slowly chugging along! In this post, I bring you a short video that demonstrates more or less what you can expect from weapon upgrades.

Of course what you see is multiples of the same upgrade. It won’t work like that in the final game, I assure you. There will be much more than just two different upgrades, and you won’t be able to find one upgrade multiple times. Read more to see what’s coming next!

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Development state video #3 — 07.05.2017


Well, it’s been a while

Both since my last post, and since I originally uploaded the video. There’s been some issues, not directly related to the game. First, my previous web hosting provider decided, that it’s acceptable to have Error 500 thrown in my face for three days in a row, so I had to migrate the site, the DNS, all that jazz to a new provider. Thankfully, it seems to do the job just fine.

Also, we were assigned group projects on my uni. And as it is common with group projects, it quickly turned into a solo project. That’s why I’ve been kinda distracted trying to get everything to work correctly.

But regardless, let’s get to talking about the video! I’ve tried a new format, with added text, to explain what exactly are you looking at. Let me know how you like it. You can also notice some framerate issues here and there, and it’s the fault of me running the game on the same process I’m running the editor. On a Phenom II X4 840. I assure you, that when you run the game standalone, it’s butter-smooth.

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The Epic Tale of Level Generation Conundrum – solved!


Generated level

Those two other methods I was trying? Those with actors? Didn’t work out. What did? Going back to one of my first ideas, with level instances, and simply adding some nodes that try to spawn the special rooms until they succeed. Navigation volume issues? Shouldn’t be a problem after all. That’s another milestone down – and a big one!

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