Category Archives: Leveldesign

Extracting resources in space

This week’s devblog is about minerals, resources and using buildings to extract more advanced types of goodies. Summary of this week’s devblog New video devlog The Abandoned Drill Extracting resources Buildings and energy   Video devlog A closer look at the buildings used when extracting resources: The Abandoned Drill The moons will have different environments […]

Moon Environments

This week is all about the moon environments. Summary of this week’s devlog New DevLog on youtube Moon environments Awesome screenshots The problems with looping VideoLog Showing off  the the new moon terrains:     Moon Environments A big part of Lunar Soil is about exploration! Initially we decided to have one large moon with […]

Grayboxing Spacestation

A little earlier devlog about grayboxing this week as we are taking some rest during the Easter weekend. Summary of this week’s devlog Grayboxing the spacestation VideoLog Podcast Happy Easter Grayboxing Spacestation Graaaayboxing! It’s a great way to get your design thinking cap on and let you move forward faster. It keeps us focused on the […]

The Dead Body Moral, World-creation and Vulkan

This week we worked on solving the dead body problem and its moral consequences, world building/streaming and also took some time with Vulkan. A quick summary of the week: Dead bodies, Maslow’s and The Big Five. World streaming and dungeons. Building placement system. Vulkan rendering. The dead body problem In games death or killing is […]

The door design problem, and other adventures

Lately, we’ve been working with a new design problem regarding an old door and some even older coding language. A quick summary of the week: New room and level-design working on the door design problem A side-track in computer networking Adventures in C++ Bunker level-design progress Pretty straightforward work on the old slaving-away at the […]

Bunker! Walking around in a bunker

Bunker! Walking around in a bunker! This week’s development-time was mostly covered by pushing forward with levels, lights and some really small system-designs. We spent a week inside a stone bunker in space. We are using the strange empty bunker as a pilot for all the new gadgets and things we already made like the […]