• Level design and Terrain Unity

    Building a terrain seems like such a simple part of game design but it's quite hard when you're challenged with the many obstacles of game design. I've been routinely creating those naturalistic elements for the first level, our characters home.

    May 11th, 2017



    • Cloth Set, New Helmets and Character Fixes - The Green Wizard

    Tonight I've been working on textures and drawing for some cloth armor. While working on this I noticed several animations and uv mapping issues. I made some of these quite a while ago so they needed to be fixed up, which put the brakes on getting a couple sets done.

    Apr 23rd, 2017



    • Armor Set -  The Barbarian

    I wanted to get another set of armor done while watching the leafs battle the caps tonight. Here is a my barbarian set. It looks pretty decent when in game. In Journey for the Crown the view in game has quite a bit of distance to it allowing me to spend a little less time on detail.

    Apr 21st, 2017



    • Construction the Merchant & Shop RPG

    Today I needed to build shops and merchants for our game. The details and code involved with the current drag and drop inventory system was really complicated yet functioning flawlessly. I really wanted to continue this integration into the merchants that will be scattered all over the game.

    Apr 21st, 2017



    • First Armor Set

    Today, I spent some time working on a new set of armor that I am hoping to use as some evil guard complete look. I am quite happy with it and it only took a few hours to finish.

    Apr 17th, 2017



    • Abilities Update

    One of the most anticipated sections I've been looking forward to working on was the abilities and actions. The list is long so this will be one of many updates. Even after implementing the first one you really start to see a game coming together.

    Apr 3rd, 2017



    • Game Play Design

    I have been hard at work trying to build the gameplay and controls for this game. The idea from day one was to implement a non turn based game using a point system. Points are earned and abilities cost point. It's like a cap on how many you can have.

    Apr 3rd, 2017



    • Inventory & Stats Design

    Today I have designed a first look at the inventory system. A simplistic version for now that I'll probably upgrade at some point. This inventory consists of drag and drop and clickable icons. Items drop on the ground when discarded, can be placed on character and moved around.

    Mar 3rd, 2017