I’ve spent the week making a bunch of small changes to the game – UI tweaks, bugfixes, and optimizations. Although each change is relatively minor, it’s made a big difference overall. The alpha build has been updated for Kickstarter backers if
Devlog Friday, Part 4 – Elegy on the Reluctant Hell of Grief
Hello, explorers. Exciting stuff this week. Firstly, combat work has been proceeding nicely. As you can see above, we now have walls – getting your crew to navigate through this little maze was a little fiddly from a programming perspective, and
Devlog Friday, Part 3 – A kinetopede kerfuffle
Hello, explorers. Today I want to take you through the work I’ve done on combat so far. So you’re making your way through the House – perhaps you’re on your way to trade hazard-coffee with the Ninefold Caliphate, or explore
Devlog Friday, Part 2 – Combat month begins
Good day, explorers. At the moment I’ve just finished working on crew-members for the lower decks of the kinetopede. These fellas and ladies will be your Gunners, your Junior Engineers, your Guards and your Swabbies; unlike your upper-deck crew, who
Devlog Tuesday?! Part 1.5 – Credit where credit’s due
Hello again, explorers. This started as the second entry in my Devlog, but I launched into such an extreme tangent that it’s had to become its own thing. So I thought I’d publish it a bit early, and on Friday you
Devlog Friday, Part 1 – Setting forth
This is the first devlog entry for A House of Many Rooms. I’ve been working on the game since January, so there’s a bit of catching up for us to do. In January I started watching Tom Francis’s Game Maker