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Kicking off the first of what I hope will be many video development blogs detailing progress on my spiritual successor to Blast Corps: Crash Co.!
crash co. video dev blog - volume 1
A procedurally-generated, semi-roguelike game starring an egotistical group tasked with a difficult mission.
steel ego public alpha!
Destructanks is a low-poly destruction game where you control a tank with one mission: destroy everything!
destructanks - destroy everything!
A number of changes and upgrades (almost) makes this feel like an entirely new game!
massive update to version 2.0!
After input from the community, Firewing 64 has been updated to version 1.1.
firewing 64 - one day, one big update
A 3D platforming game set in the style of a Nintendo 64 title. Relive 64-bit-era exploration, collectibles, mini-games, and of course, platforming!
firewing 64 - version 1.0
Showcasing two new vehicle additions, refinements to the gameplay of an existing one, and new levels!
new vehicles, levels, and mech's going vertical!
Just under a year since I began this project (and ~5 months since my last demo release), I have a new demo of the Crash Co. beta for you to try out! Note...
demolition. destruction. chaos. speed. crash co. beta demo!
After months of bug fixes, additions, refinements, and enhancements to Crash Co, I finally feel that it is ready for Steam Greenlight!
crash co. - now on steam greenlight!
It's been a few months since my last update but that doesn't mean there haven't been a number of improvements to Crash Co!
crash co. building (or demolition) progress update
My take on a spiritual successor to Blast Corps has reached v0.2. This playable update features 2 new levels, 2 new vehicles, a slew of visual updates...
introducing the crash co. playable demo v0.2
Updates include a chain system counter, new levels, enhanced world map, and improvements to traversable terrains.
chain counter, levels, and terrains
I have a small handful of levels available to try in this first playable preview for Crash Co - my spiritual successor to Blast Corps.
loved blast corps? try the crash co. playable preview!
The near-final version of my fist-firing, building-wrecking Mech implemented in Crash Co and other miscellaneous updates along the way.
mech-wrecking and other advancements
The mech's in Blast Corps were lots of fun; I hope to rekindle their spirit in Crash Co so here is an early preview of one in action.
rekindling the spirit of mech's in crash co.
From implementing new mechanics and features to a new logo, Crash Co is progressing better than I could have imagined.
crash co: additions, features, and refinements (oh my)!
The slew of new features that have been added to my (unofficial) spiritual successor to Blast Corps: Crash Co.
crash co. progress update
How I overcame the limitations of Unity's terrain system to create traversable tunnels through the terrain.
tunneling through the terrain (limitations)
How a project went from a simple "can I do it" prototype to a full-fledged spiritual successor.
undertaking a spiritual successor to blast corps
How my project evolved from a mere prototype with placeholder graphics to something I can proudly let the public play.
evolving to a publicly playable demo
Volume 7 of my video development blog detailing production of my 3D platforming game, Besus: Journey for Vitality.
besus: journey for vitality - dev blog volume 7
A brief summary of how my experience as a game developer has evolved over the course of developing this project for the last year.
from prototype to playable in one year
Volume 6 of my video development blog detailing production of my 3D platforming game, Besus: Journey for Vitality.
besus: journey for vitality - dev blog volume 6
The first 5 in my series of video development blogs giving a behind-the-scenes look at how the game has been taking shape and the inner-workings that...
video development blog (volumes 1 through 5)
How this project (and my use of the Unity game engine) began many months ago. Original article published on June 6th, 2014.
humble project beginnings
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