Category: Status updates

Light World Blog: Turn-based systems

Not much of an update, but here’s what I’ve been up to: I know Unreal Engine isn’t specifically designed for role-playing games, but I’ve since discovered that Blueprint is very flexible.  I’ve continued to refine the coding to make it a lot more efficient.  Of course, there doesn’t exist any tutorial on “how to make […]

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Blog: Light World

I haven’t been on it as much as I’ve liked due to real life commitments, but I have made quite a bit of progress.  As promised, here’s another blog on ongoing Project: Light World and I’ve included a new screenshot.  While it doesn’t look like a whole lot has changed, internally though, I’ve done a […]

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Status: Upcoming games

With Laser Industries 3 released, I’ll put up another status update on all the games on the to-do list. The Big Projects Project: Light World – I’m learning Unreal Engine in the process of making this. I’ll continue to post screenshots and talk about it in blog posts because this game is going to be big. […]

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Another production status update

Laser Industries 3 is almost done, but not quite ready for release.  Right now, I have a working, but unpolished beta with all levels completed and that nasty HTML5 bug I talked about in my last post fixed.  I’ve also implemented voice acting (which I admit is a lot more tame and downplayed since I […]

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Working with HTML5

While I still don’t have a solid release date for Laser Industries 3 (good progress is being made!), I’ll put up another blog post just for the sake of letting you all know how things are going.  So far, HTML5 has been very interesting to work with.  If anything, it’s a lot better than Flash. […]

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S’more Progress Updates

Just putting up a message on how things are going.  My real life schedule has been pretty packed, so pace has slowed down some. Project: Light World Good progress has made with a prototype battle system.  Melee attacks and magic projectiles have been added for the player character that calculate damage based on stats, but […]

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