Asylum – Ascent from Madness

Asylum Dev Diary 76

May 27, 2019

It’s been a while, I know. The part of the game I’m currently working on involves a lot of very complicated sequences. The player has to do about 5 different things in a relatively set order and for each of those elements I have to save the state in case the player fails, quits or… [Read More]

Asylum Dev Diary 75

May 6, 2019

For the last couple of weeks I’ve been putting in to place the start of what is quite a complex series of events. There is a section of the game where the environment is flooding. This is triggered invisibly by the player (to ensure the character is in the right place at the right time).… [Read More]

Asylum Dev Diary 74

April 22, 2019

The Easter weekend has allowed me to spend a little extra time developing Asylum, and I’ve made some big progress. The Game Over screen is now in and set up for the 2 possible deaths at the moment. I needed to set this up because I had reached a point in the basement development that… [Read More]

Asylum Dev Diary 73

April 7, 2019

I’ve been hard at work putting together a host of new sprite elements for Asylum over the last few weeks. As I previously mentioned I would avoid posting whilst adding nothing but sprites but I still want to check in every now and then with an update. Progress is still being made 🙂 So, over… [Read More]

Asylum Dev Diary 72

March 24, 2019

The first confrontation with the police is supposed to result in the player escaping into the basement. Because of this the police need to be persuaded to stop their pursuit. So, I revised the sequence so that once the player is down in the basement other things take place to remove the heat from Jack… [Read More]

Asylum Dev Diary 71 – Mechanical Pipes III

March 10, 2019

This week I completed the work on the mechanical pipes. I’ve vastly improved the shadows and they are looking great – really selling the idea that they are above the player. As I previously mentioned the pipes are critically important in the basement; they are used to guide the player in the complex maze like… [Read More]

Asylum Dev Diary 70 – Mechanical Pipes II

March 3, 2019

Sometimes it’s the simplest of things that cause so much trouble. In a top down game everything is pretty much flat in the focal depth department. All objects and walls are in focus. The trouble is when you want to have something that is clearly overhead – if that too is in sharp focus it… [Read More]

Asylum Dev Diary 69 – Mechanical Pipes

February 24, 2019

After a few false starts this year I’ve managed to get a decent amount of progress this week on the basement area. The one important aspect of the basement is the mechanical pipes that criss-cross around the level. These aren’t just for show, they are important indicators for the player to follow and deal with.… [Read More]

Asylum Dev Diary 68

February 10, 2019

After last weeks complete outage of internet access it’s nice to get back into development. After the last session where I moved the screen fading routines from a dedicated object to the camera object (which makes more sense) I got thinking. Perhaps some of the other GUI elements should also be moved into the camera… [Read More]

Asylum Dev Diary 67

January 27, 2019

Progress at last. After 2 weeks of trying to work out the cause of a bug that results in a black screen when the player returns from the Flashback sequence I have final found the cause and corrected it. After a lot of debugging I discovered that the Bloom Shader that is used to give… [Read More]

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