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Devlog
Midas
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Devlog
Playable Version
June 12, 2020
by
Dan
I've finally gotten around to getting a playable version onto Itch. Go check it out! Why did it take so long? Boring technical details incoming! No, really. It's just going to be me talking about Java...
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Colour Palettes & Indecision
June 09, 2020
by
Dan
I enjoy wearing lots of hats when I make games. It's especially fun to be the artist and the programmer. Unfortunately whilst my internal programmer is relatively pragmatic, my internal artist is quit...
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Visible Damage
June 09, 2020
by
Dan
When you swing an axe at a gorgon, you want it to feel impactful. Nothing kills that experience for me like having to take my eyes of the combat and down to a message log to find out how much damage i...
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UI Design
June 09, 2020
by
Dan
#ui
Now that I've waded through the technical 'how' it's time to look at how the user interface is evolving in the game. There are 3 key pieces of information to show. How much sanity does Midas have left...
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UI Implementation
June 09, 2020
by
Dan
#technical
UI has always been an interesting aspect of game development to me, probably because I spend so much of my professional time building user interfaces as a software developer. I've found that it's surp...
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Walls & Rabbit Holes
June 09, 2020
by
Dan
The first major rabbit hole for this project was walls. So far the game has been played on a rectangular grid with nothing but the void at the edges. I want to make it feel like you are in a 2.5D spac...
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Bigger Maps
June 09, 2020
by
Dan
The next challenge was tackling larger maps. So far everything had been played in a 10x10 grid, inspired by the simple brilliance of Ernesto . I had envisioned a simpler strategic version of Midas whe...
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Particles, Tweens & Juice
June 09, 2020
by
Dan
I usually don't get my games to the point where there's much that can be polished, or I work myself into an engine corner where the engine is working against me. I'm continually frustrated by the diff...
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Here Be Monsters
June 09, 2020
by
Dan
I left of the last devlog with creatures on the horizon, with the aim of starting to move from a very basic puzzle game towards more of a roguelike. I love the way that games like Spelunky have a rela...
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Golden Mechanics
June 09, 2020
by
Dan
I've been building half-finished roguelikes for years. Something about the systems-heavy genre compels me to keep coming back to program them. I usually start by building the engine from scratch and e...
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