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...
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...
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...
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...
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...
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...
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...
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...