Blog

Creating a Boss Battle

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Hi everyone! In our last blog-entry we explored the creation process of our mobs, starting from gamedesign to prototyping to the final integration in Unity. With this post I would like to tie on to that (textile pun intended) and take it one step further: meet our first boss Razor Raven: better keep your distance! A warning in advance - there will obviously be spoilers of the first boss battle,… [read more →]

Creating Mobs

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Hey everyone! I hope you enjoy this little sneak-peak at how we create our mobs. Since the last blog-entry we made a lot of progress, and even have a shiny new steam-page, so be sure to check it out: Weaving Tides on Steam Before I became a developer myself I always wondered how video game creatures were made. With this blog post I hope to shed some light on the steps involved to create lively,… [read more →]

Level Generation

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Hey everybody! We have greatly sped up our Level Design workflow and I wanted to share some of our process with you. Maybe it can give you some inspiration for your own projects. Our upgraded level editor tool is based on the one by Brackeys, who was inspired by Quill 18. We use Photoshop and Unity, but this approach would work with other image editors or engines as well. The tool reads out… [read more →]