Latest news

Asylum Dev Diary 67

January 27, 2019

Progress at last. After 2 weeks of trying to work out the cause of a bug that results in a black screen when the player returns from the Flashback sequence I have final found the cause and corrected it. After a lot of debugging I discovered that the Bloom Shader that is used to give… [Read More]

Asylum Dev Diary 66

January 20, 2019

Well, 2019 isn’t going well. Slightly shorter development sessions this weekend due to other commitments. I’ve had another investigation into the black screen issue I’m experiencing that only occurs when the player moves from the flashback scene back to the first floor. I am still unable to isolate the issue. It’s very frustrating because even… [Read More]

Asylum Dev Diary 65 – New Year New Bugs

January 13, 2019

Just when you think you can continue where you left off last year with development new bugs for previous chunks sneak in. While I was improving the layout of the UI elements I decided to test from start to finish (where I am now anyway) to make sure all the message text appeared within the… [Read More]

Asylum Dev Diary 64 (2019)

January 6, 2019

A new year, a new development cycle for Asylum. To ease myself back into the development of the game I focused on a tidying up a few things and making some UI improvements. I did some research as to how other games display dialogue and although I liked my initial design of having the tint… [Read More]

Asylum Dev Diary 63

December 9, 2018

Last update of the year as the Christmas season gets into full swing. Looking back over the course of the last year I’m very pleased with the immense progress I’ve made on Asylum and hope to see it continue throughout the new year. There’s still a massive amount to do but I’m confident that everything… [Read More]

Asylum Dev Diary 62

December 1, 2018

Not really an Asylum development post this time. As previously mentioned it was time for a bit of an AlternativeRealities rebrand and so I’ve been spending time on finalising my new logo (hope you like it) and also redeveloping the website. There’s still a few tweaks to be made here and there but I’m happy… [Read More]

Asylum Dev Diary 61

November 18, 2018

This week I have been continuing the development of the pipework required in the basement – it’s still not looking quite right but I’m getting there. I’ve also been creating a list of all the new elements I will need including wiring, generators, boilers, inventory items and a new character to interact with and all sorts… [Read More]

Asylum Dev Diary 60

November 11, 2018

Over the last few days, I’ve been experimenting with overhead elements that I might use in the basement, such as pipework and cabling. This will serve to add the necessary clutter to the basement environment but will also be used for other aspects that might require the player to trace the source of something in… [Read More]

Asylum Dev Diary 59 – Basement

October 28, 2018

There was an announcement by YoYo Games (creator of GMS2) about a new feature coming early next year called ‘Sequences’. This new feature will allow the developer to create complex animation sequences for sprites that not only include tweening animation but also code triggers. This sounds absolutely amazing and will seriously help out the animation… [Read More]

Asylum Dev Diary 58 – Bang Bang

October 21, 2018

So, with the Police Officers now moving about the reception area I needed to expand on this so that they could actually see. I decided to draw 2 faded lines that encompass the vision cone of the officer, this will also aid the player in knowing that they are getting too close; although by the… [Read More]

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