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Tag Archives: devblog
Mercury Shift Devblog: Gamedesign Recap
After a long pause, here comes the awaited blogpost of it all. It is a megapost, so we devided into a few chew-able bits. We have to catch up a bit with the devblog of Mercury Shift and we haven’t… Continue reading the rest of this article →
Dev Diary #8: Loud Pipes
Good monday everyone! We will be starting off this post with some work of Simon. As the Shadermagician and Feedbackwizard on duty he improved the special coin a little further. The coins now all have some additional „juice“ to them,… Continue reading the rest of this article →
A: What was the wonkiest bug you encountered so far?
There were so many odd bugs over the time, it is hard to say. Some of them were just strange and caused a big facepalm at the end, many mere logic errors and some few actually funny. The latter are… Continue reading the rest of this article →
A: Our magic tricks in 3D asset creation
Matt wanted to know: Making 3D art costs a lot of time. What are your tricks to be fast and still make your Art look beautiful and nice? Good question indeed. Because we sadly are not able to train monkeys… Continue reading the rest of this article →
A: How the hell do you keep players from getting stuck in a level?
I can answer this question by asking another one: How is it possible to screw up a puzzle in the game? Well, there are several ways to mess up. Given all the mechanics, players usually start to abuse them to… Continue reading the rest of this article →