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Long time, no see
Long time, no see. Perhaps a better name for a stealth game? Joking aside, I apologise for the long gap since the last post. That new job, a summer holiday, plu...
Procedural generation of building interiors (part 6)
This post follows on from part 1 through part 5 . The graphical style I’d selected for Subveillance was 2D pixel art. This was partly for familiarity – I ha...
Procedural generation of building interiors (part 5)
This post follows on from part 1 through part 4 . Since I last posted I’ve started a new job, which has left me with less time to work on Subveillance. That s...
Procedural generation of building interiors (part 4)
This post follows on from part 1 , part 2 , and part 3 . Last time we had got as far as allocating space for rooms and hallways, and ensuring that all hallways...
Procedural generation of building interiors (part 3)
This post follows on from part 1 and part 2 . We pick up with the procedural generation able to allocate areas for rooms and hallways but without all the hallwa...
Procedural generation of building interiors (part 2)
This post follows on from part 1 . Having lined the outer perimeter of our building with space for rooms followed by space for a connecting hallway, the next qu...
Procedural generation of building interiors (part 1)
The core of Subveillance’s game loop will be running a mission and each mission needs a map. I could design a series of maps or glue map sections together ran...
Getting started
When I started coding Subveillance, a key decision was which game engine (if any) to use. I didn’t have prior experience with game engines but coding everythi...

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