Category Archives: terrain
As a game progresses we set new goals. A new one for next release is more time players play “Burnt Islands”. In current release 0.13 the longest time played is 33 minutes. Which is bad. We get feedbacks where people … Continue reading
As you maybe know we are working iterative on our game these days. It means that we develop things in iterations. Each iteration is one week long in ideal, but mostly take more time. After releasing build 10, we decided … Continue reading
Trying to build a bridge between two islands in order to get my buddies over. Think I missed something in the code?
Our terrain generation algorithm has generated a mushroom island.
New look and feel of the game. We have now designed a gameplay on paper and are going to work on the prototype over the next few weeks. One of the new features is an apocalyptic look and feel where … Continue reading
We are turning terrain textures into apocalyptic mode and run thus into a problem of seamlessly tiled textures. We wanted to use a photo as a terrain texture, but the result was not so good. A really easy solution to … Continue reading
Hiding a nest is not so easy. It just sticks out!
We are working on a playable prototype right now. One of the ideas we’d like to test out is a new grid. An infinite world implies much grid data to process and show. That’s also the reason why the game … Continue reading
I just read in a technical publication that Norway has doubled its NH90 helicopter fleet… From a whopping 1 helicopter to 2! That’s a healthy amount of sarcasm :). The article (norwegian only).