by Bernhard Klemenjak Kilian has already told you about the different possibilities for telling the story of our game. The way of storytelling is quite significant for the enjoyment of gameplay – so it’s not an easy decision. Of course, a game is for being played. If half the game would consist of just watching […]
by Philipp Schäfer In every one of my last articles I talked about shaders in some way. This time I decided to make it the main topic. So what is so special about them? In short: they are the algorithms that define how our game data is visualized. If you want some special effects or […]
by Philipp Schäfer Lately I’ve mainly been working on some secret “engine-endgame/-story stuff” (bosses, effects). I don’t want to reveal any spoilers or bore you to death with company-founding stuff however, so here are some things I did which are worth telling… Weather I started to add a small weather system to the game, which […]
by Bernhard Klemenjak Being a programmer, you sometimes have to suppress all scruples during development. The task of implementing an animation system doesn’t actually sound that dramatic, but neither our character nor I saw this horrible scenario coming. You won’t get very far with computer animations, without using mathematics. Matrices, vectors, inversions and complex multiplications […]
by Philipp Schäfer As announced in my last post, we have now implemented some light effects for the individual colors. But those are not the only changes we have made. Thanks to your feedback, it was possible to make some great improvements to our collision system. However there were some additional technical and logical problems […]
by Philipp Schäfer – Engine Programming After quite some time it is a pleasure to once again reveal some engine-related information. The gap in our blogging mainly resulted from the great amount of work done on the core of the engine, which unfortunately didn’t bring forth many awesome pictures to show off. The most notable […]


