Blog Archives

Sky's The Limit

I put the old cloud-billboard system out to pasture and replaced it with a retooled sky dome shader. The shader now allows the backdrop clouds to move relative to player movement, so that as the player falls, the clouds respond

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Crunch Time

School's back and my month-long crunch has ended. The game has progressed steadily feature-wise, but still needs polish. I'm hoping to release an exclusive alpha version of the game to backers. I was originally calling this a beta version, but

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New Textures and Site Updates

No More Stretching Since early in this game's development, I've had an issue with textures stretching on the bricks. The problem was, a small brick and a large brick would have the exact amount of texture image mapped on them.

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Winter Break

New Threads Okay, technical stuff. I've successfully implemented multithreading into Against the Wall. Multithreading allows a program to do multiple things at once. It's akin to how your operating system can have multiple applications running at the same millisecond. Time

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Wrapping Up 2012

So here is a bit of an update on the game's progress over the past couple of months. As mentioned in earlier posts, November was spent redoing existing art and making sure that things ran smoothly. Unity has a hard

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Greenlight, Fake AO, and the Game Plan

I've just put up a page on Steam Greenlight. Hopefully Against the Wall will get enough votes to be considered for the service. It has long been my dream to distribute the game through Steam, at the very least. This

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Texture Tweaking

I've given the different brick types their own textures. This adds a bit more variation to the wall, in addition to making the brick stand out a bit more in contrast to each other. Also, this will hopefully help color-blind

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Practice Makes Perfect

Right now, I am preparing for an event at NYU called Practice; I'mĀ attending it as a student of the NYU Game Center. So far, this semester at NYU has been an interesting experience. I can summarize it as a series

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IndieCade Recap

The other week my game was featured at IndieCade. I traveled out to Culver City in LA to show off my game in the "Digital Selections" tent. First, I participated in the IndieXChange, a meeting of many of the devs

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Recent Changes

Current Events Against the Wall is now one of IndieCade's Official Selections. This is still an honor to be recognized, even though I didn't get a nomination (there's always next year!). Also, this Wednesday I'll be showing off a newer

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