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Level Loading with Unity Addressables
September 19, 2022
#addressables, #unity programming, #c#
I knew from the get-go that I wanted Skeeter’s Grid to be contained within a single scene. Why? I wanted zero-transitions between levels; ad-hoc level replays; shared resources between levels; other...
Skeeter's Grid 0.3.0-early_access is available
September 11, 2022
This is a major early access update that includes new levels, UI tweaks, bug-fixes, and some endgame scaffolding. AI Core work (for endgame) 0.4.0 levels included (though the dialog / story is largely...
The Unexpected Challenges of Writing
September 06, 2022
#writing, #narrative prototyping, #interactive fiction
An unexpected challenge to Skeeter’s Grid has been the writing. I had assumed this would be of the easiest aspects of game-building… not so much because have a low opinion of writing or prose or p...
The Analog Sound...
August 20, 2022
#music, #analog synth, #eurorack, #east beast, #korg, #moog
I’ve taken special care with the music in Skeeter’s Grid, and a common sound motif is the classic analog synthesizer. I love it. I use it everywhere. It sounds great. But unfortunately, up until n...
Introducing Skeeter's Grid
August 15, 2022
#launch, #blender, #unity, #unreal
Today I released Skeeter’s Grid as early access, which is sort of exciting. (Right?) The background here is that in the early days of the pandemic, I started learning gamedev as a way to keep me and...
Rethinking Spawn Points
August 14, 2022
#spawn points, #enemies, #puzzle systems
In the in-progress 0.2.0 build of Skeeter’s Grid, I’m refactoring enemy spawn points. In the current version, any active space can be a spawn point, and the level manager employs a somewhat compli...
So I'm not great at the community thing...
August 11, 2022
So I’ve been building this game (music, art, programming, systems, everything) since December 2021… almost exclusively evenings and some weekend mornings, and it’s been fun, but it’s also time...
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