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Devlog
Optimization Fix
May 31, 2018
by
Hazel Banks
1
#performance
The lack of frames was bothering me so I opened this up again to find and fix the performance issues. AS IT TURNS OUT, the enemies WILL NEVER DIE unless you do. So you could be at the very end of th...
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Bugfix
May 25, 2018
by
Hazel Banks
Remember how I said I would do a bugfix if there were any HORRIFIC BUGS? Well there were a few horrific bugs that I have patched. Transitioning between levels should now work properly, before there w...
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Final Release
May 18, 2018
by
Hazel Banks
That's it, chums. We're done. The final build is up and has drastically fewer bugs and should be more performant. We've also added a few things: There are now two variants of small lizards, a dull o...
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iFest Build - First Release
May 09, 2018
by
Hazel Banks
#release
For all intents and purposes, we have a release. I skipped our beta because it was pretty much unplayable. The high-end development computers were getting around 5 FPS on average running through the...
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Level Progress
April 14, 2018
by
Hazel Banks
1
#level, #beta
Our beta release is set for next week! With that in mind, I've been throwing together an actual level that is not a pile of buildings on a flat plane. The general idea is that three 'levels' will be...
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Alpha Build
March 16, 2018
by
Hazel Banks
1
We have an alpha build! This contains nearly all features that will be present on release, including: 3 AI Types: light, heavy, ranged Enemies are knocked back a little bit when you hit them. Some sa...
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Prototype
March 12, 2018
by
Hazel Banks
#prototype, #build
Prototype build. We have the basic player package in and "working". It needs refinement but that's what the rest of the time is for. We also have a basic AI that moves toward the player and attacks...
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