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Today Miner Threat was released on itch.io after about a years worth of development.
Other than bug fixes and a few improvements, the main showcase are the chunk tools.
So a few things this week, most on the boring side as far as writing a dev blog goes.
I assure you, no garbage Star Wars "It's a trap" jokes will be made here.
Out of all the cool things this week, the minimap definitely takes the prize.
Some more stuff that is kind of interesting this week, with plenty more planned for next week.
There was more done this week than graphics, but it makes for an easy title.
Like the entirety of this week was debugging last week's AI...
The entirety of this week has been focused on tackling the issue of AI.
I honestly don't know what a good title would be for this week so you don't get one.
Nothing super exiting this week, but some things worthy of a mention.
If you're a fan of stuff being added to games, then this news update is for you.
It has come to my attention that some balancing wouldn't go amiss, so time to take care of that I guess.
This update, more numbers were added because the game lacked them before, and now the numbers get their own menu screen!
This week is basically just tweak week, so all aboard the HYPE TRAIN.
Text files are the future of Miner Threat. We will go back to '95 for this game.
As the title states, the game now makes levels from a different type of chunk.
Miner Threat retro shaders are now a thing. There are 2 shaders to choose from, as well.
The most note-worthy thing this week other than continued work on the boss is the exchange of retro feels.
So we actually started working on the boss for Miner Threat this week, and it's looking pretty good so far.
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