
I’m still here!
Most of my time at the moment has been dominated by life. My fiancée and I are planning to move so there has been a lot of upheaval and a…
Read the story : I’m still here!
Let’s talk THE CONCEPTALPHA GAME DEVLOG
Game projects, experiments and progress
from behind the scenes.

Most of my time at the moment has been dominated by life. My fiancée and I are planning to move so there has been a lot of upheaval and a…
Read the story : I’m still here!
Apologies for the quote from Aliens (warning link has mature language)! So, over the last few weeks, I have been working on rationalizing the data tables in the game. When…
Read the story : Game Over, Man!
Hello World! In this post, I will be talking about the weapons. No shoot em up is complete without them and Paradroid is no exception. For a game back in…
Read the story : Pew
This is just a quick update to show some of the other screens that I class as console screens; these are the game start, intro, and the pre-transfer game screens.…
Read the story : Console ++
In my previous post, I talked about the Minimap screen and the Lifts screen which are both parts of the console display within the game. The console screen also has a…
Read the story : Console
A minimap needs to show the deck clearly without giving everything away. Building the console view brings the ship’s layout into a more useful form.
Read the story : Minimap
With the doors all working, as I explained in the previous post, the next logical step was giving the player the ability to move around the whole of the dreadnaughts…
Read the story : Going Down
Automatic doors need to react to droids reliably. Moving from Unity to GameMaker changes how the opening zones and collision events have to work.
Read the story : The doors
Smaller collision markers define where a droid can move inside the larger deck tiles, allowing tight boundaries around terminals, walls and overlapping artwork.
Read the story : Entrapment
Recreating the dreadnought’s decks means moving from Tiled references to GameMaker rooms, tracing the original layouts and checking the tiles in play.
Read the story : Tiles, Tiles, they’re everywhere