Brief progress update and run down of techniques incorporated to deter hackers.
Hello everyone! Is great to be back! To start off 2022 we will talk a bit about what we are planning next for Farmwand's development and some technical...
This month we finally announced our new project, caught up on a ton of bug fixes and optimizations, and built a flexible infrastructure for emergent gameplay...
On this post, the person behind the animations of 7 DOORS explains how the characters are animated
My first post on the game! Article talking about how I'm handling my line traces to deal with pesky third-person perspectives in shooters (especially...
A not so spectacular, but hopefully funny update for I Am Overburdened. As the name suggest version 1.2.5. is way more swift than the previous one, plus...
As everyone knows, Unity’s terrain / foliage system isn’t exactly modern. Hence, I’ve been doing everything I can to avoid the horrors of these...
This week has all been about solving technical issues. Martin tried to persuade our age-old email server to continue sending emails after it stopped suddenly...
We have released our technical demo! In this article we discuss a bit about it as well as brief you on the things to come. If you just want to try the...
Greetings, Witches! Today we have something fun for you to try out: our technical demo! To give you a very small taste of what Whimsical Witchery will...
The technical side of the dungeon generator and optimizations.
This entry turned out to be lengthy and pretty technical. Sorry about that, but last week was spent only on "under the hood" stuff. So the agenda is the...
A brief summary of how the code behind interdimensional chess works.
An in-depth look at the input handling improvements of the Operation KREEP 1.2 update. Warning technical bla bla :) !
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