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Asylum Dev Diary 31 – Basic Needs
May 31, 2018Whilst discussing the game progress with a friend we got to discussing other possible ideas for game play. One such item was the potential need for food and water. One way I thought about implementing this was to put a noise filter over the game and gradually build that up, along with a tonal shift,… [Read More]
Asylum Dev Diary 30 – The Dead
May 30, 2018I decided to investigate the shadow positioning issue from the other day myself. Whilst talking through my recent development success with a friend I suddenly thought to myself that the shadow positioning might be offset because the pivot point is top left and not in the centre. So, I quickly adjusted the sprite and went… [Read More]
Asylum – Dev Diary 27-29
May 28, 2018After a false start over the weekend thanks to an external drive failure and a few other jobs that needed doing bank holiday Monday has been very successful. So let’s get down to it: The all important lighting. It’s probably one of those things that I will be revisiting over and over until I’m happy… [Read More]
Asylum – Dev Diary 26
May 20, 2018Very busy weekend last week so there was no update. This weekend is also proving to be busy so I have decided to compile a list of things I need to do to complete the first floor and leave it at that. I have a week of development coming up starting from next Saturday –… [Read More]
Asylum – Dev Diary 25 – Mega May Day
May 7, 20183 day weekend – Woo Hoo! I wanted to try and utilise as much time as possible this weekend. Focusing on several different aspects of the game. First up was to continue the optimisation of the lighting and to get the frame rate as high as possible in debug mode. Before I started this weekend… [Read More]
Asylum – Dev Diary 24 – Faster Damn It!
April 29, 2018This week, as seems to be the norm at the moment, was a disrupted one; but there is a May bank holiday weekend coming up so I should be able to dedicate more time for development next weekend. This weekend I’ve been trying out a different lighting engine, with limited success. I managed to get… [Read More]
Asylum – Dev Diary 23
April 22, 2018I decided to take an easy week this week and so I spent most of the time creating new environment sprites: hammers, workmen’s helmet, gloves, spanners, mallets, crates, shelves, etc. These are not items that the player can pick up but are necessary for adding detail to the world to make it more believable –… [Read More]
Asylum – Dev Diary 22 – Foot steps in the dark
April 15, 2018There were a few bugs left over from last weekend that needed to be resolved. The main one was the keypad sprite not being interactive if it was flipped on the other side of the wall. This was purely because the pivot point for the sprite was on the left, so when the sprite was… [Read More]
Asylum – Dev Diary 21 – Too Big!
April 8, 2018Finally it was time to introduce the torch again. When I first started developing the game I made sure the lighting effects for the torch were exactly right, since then I’d disabled the torch and built everything else. So, naturally when I dropped the torch pick up item into the game I expected everything to… [Read More]
Asylum – Dev Diary 20 – Easter Mega Session
April 2, 2018Finally a chance to get stuck in to a multi-day session of development. This Easter weekend has seen a great deal of work being completed on Ascent from Madness. So let’s get stuck in… Key Pad Doors One of the first puzzles the player will come across will be the numeric key pad to access… [Read More]