Asylum – Ascent from Madness

Asylum Dev Diary 36 -Sighting the Stairs

June 10, 2018

After finally finishing off the lighting situation it has been good to get back into the games actual flow. Well, actually I did make one further addition to the lighting. I added a dim light that I can use to subtly illuminate a room if I need to. Anyway, back to the games construction… Today… [Read More]

Asylum Dev Diary 35 -Solving the lights

June 9, 2018

Yet another post about those all important lights. My apologise, but this is the key element to the atmosphere of the game and it has to be done right. Last week I got to the point where I had resolved the bottleneck issue but had ended with a bug regarding the lighting of the doors.… [Read More]

Asylum Dev Diary 34 – Breaking the Bottleneck

June 3, 2018

As I reported yesterday there was a rather nasty bottleneck n the games performance. After using the profiler tools to work out why it was clear that the lighting wasn’t cleaning up as much as it should and the game was trying to deal with dozens of lights on every frame. So, my idea was… [Read More]

Asylum Dev Diary 33

June 2, 2018

Today I wanted to focus a bit more on tweaking the flow of the game so far. I added a few more dialogue sequences to help guide the player through the initial water challenge, and I also made some modifications to the noise filter to ensure it fades in and out better. I’ve added a… [Read More]

Asylum Dev Diary 32 – Water

June 1, 2018

Today I initially focused on the noise filter from yesterday. It is now animated. I also tweaked the colour tinting to make things look colder and darker for when thirst is a real problem. I’ve also adjusted the light bleed effect under doors so that the other side isn’t quite as easy to see. The… [Read More]

Asylum Dev Diary 31 – Basic Needs

May 31, 2018

Whilst discussing the game progress with a friend we got to discussing other possible ideas for game play. One such item was the potential need for food and water. One way I thought about implementing this was to put a noise filter over the game and gradually build that up, along with a tonal shift,… [Read More]

Asylum Dev Diary 30 – The Dead

May 30, 2018

I decided to investigate the shadow positioning issue from the other day myself. Whilst talking through my recent development success with a friend I suddenly thought to myself that the shadow positioning might be offset because the pivot point is top left and not in the centre. So, I quickly adjusted the sprite and went… [Read More]

Asylum – Dev Diary 27-29

May 28, 2018

After a false start over the weekend thanks to an external drive failure and a few other jobs that needed doing bank holiday Monday has been very successful. So let’s get down to it: The all important lighting. It’s probably one of those things that I will be revisiting over and over until I’m happy… [Read More]

Asylum – Dev Diary 26

May 20, 2018

Very busy weekend last week so there was no update. This weekend is also proving to be busy so I have decided to compile a list of things I need to do to complete the first floor and leave it at that. I have a week of development coming up starting from next Saturday –… [Read More]

Asylum – Dev Diary 25 – Mega May Day

May 7, 2018

3 day weekend – Woo Hoo! I wanted to try and utilise as much time as possible this weekend. Focusing on several different aspects of the game. First up was to continue the optimisation of the lighting and to get the frame rate as high as possible in debug mode. Before I started this weekend… [Read More]

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