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Devlog
How I Draw Units
October 31, 2024
by
Brian_Nether
#art, #process
I've been thinking about making this post for a while. In this devlog, I'll go over how I draw the character sprites (golems and enemies, plus inanimate objects like rocks) in Golemancer. I'm no maste...
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Making Enemies Less Dumb
October 21, 2024
by
Brian_Nether
#ai, #programming
It's been a while, hasn't it? I'm still working on the next update to Golemancer. I haven't posted much about it because I'm not doing anything very interesting. Unless you're an options menu enthusia...
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Patch notes - v0.2.1
September 09, 2024
by
Brian_Nether
#update, #changelog, #patch
I was pretty proud of the v0.2 update... until I showed it to a family member and he found three bugs right away. Guess I got hasty... ...anyway, never fear! That's what patches are for! Introducing v...
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v0.2 available now!
September 05, 2024
by
Brian_Nether
1
#update, #changelog
After about a month of work, I'm glad to announce... well, I'm sure you've read the title already. This update features several new mechanics, an overhaul to the way turns play out, five new golems, s...
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The First-Approach Problem
August 21, 2024
by
Brian_Nether
1
#overall-design, #preview, #nerf
It’s time for another devlog! For the last few days, I’ve been rewriting how the game handles the events caused by using a skill, since the old system required a lot of repetition and hardcoding n...
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Making a Better Map
August 10, 2024
by
Brian_Nether
1
#map, #programming
Alright, time to get to work! In my previous devlog , I looked at how the v0.1 launch of the game went, and outlined some of the main problems I had noticed in it. Today, I’m going to take a look at...
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v0.1 Retrospective
August 09, 2024
by
Brian_Nether
2
#retrospective, #overall design, #playtesting
Hello everyone! Last Saturday, I released the very first open-beta version of my latest game, Golemancer . After that, I took a break from development for the next few days as I got people I know to t...
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