Category Archives: How things work

School sketch

Last few weeks I’ve been busy contracting freelancers to make us some more sketches. So let’s see how house design process goes on example of School.

Posted in Artwork, How things work | 11 Comments

Camp sketch

Since I don’t have enough time/skill to do everything by myself, from time to time I try to find someone to help. This time I’ve found a couple of sketch artists.

Posted in Artwork, How things work | 6 Comments

Drawing icons

Here I’ll try to explain how icons are being made for NG and why they are being made this way.

Posted in Artwork, How things work | 3 Comments

Food role in the game

Food plays major role in the game. Let’s try to understand why and what we can do about it:

Posted in How things work, Ideas | 8 Comments

Live progress #14 – tile picking

With a help from Jery now we have a precise tile picking algo and a nice debug visualization of it, showing the bounding boxes underneath: We split terrain into quadtree of bounding boxes. When we need to pick a tile … Continue reading

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How terrain works #2

Last time we have stopped on basic terrain appearance. How mixing surfaces and transitions between them works. Today’s the second part of the terrain being explained – decals.

Posted in How things work | 9 Comments

How terrain works

I have been asked an excellent question – how do terrain tiles and objects work in NextGame? NextGame maps are still created from tiles, but those tiles have taken an extra dimension and I’ll try to explain what does that mean. … Continue reading

Posted in How things work | 7 Comments

Walking units

Making a new game from scratch is a huge deal, but what about redoing an existing 2D into 3D? Game logic remains 2D, most of the internals don’t change that much either. Still it is a huge deal when it … Continue reading

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