Other articles


  1. Instance vs. New in Godot

    godot logo

    Summary

    Godot provides a way to separate the presentation part of game entities from their underlying data. You can think of this as something akin to the Model-View-Controller design pattern, where scripts (classes/code) respresent the model and instanced scenes (sprite, animation, etc.) represent the presentation and control (eg. collision …

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  2. A Month in Review: July 2018

    July brought a lot of challenges. @Chemical_Ink's internet went down for several days. I ran into a very busy work schedule. All of this meant less time for Abu Hamid X; but walhamdulillah, we still managed to ship a lot of changes.

    Perhaps most importantly, we decided to drop the …

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  3. A Month in Review: June 2018

    With the end of Ramadan cutting through the first half of June, we made little progress in the first two weeks. That makes it even more exciting that we completed the prototype of our new game, tentatively titled "Abu Hamid!"

    screenshot

    Every prototype aims to answer a question. This prototype answers …

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  4. A Month in Review: May 2018

    This month, we spent quite a lot of time planning and articulating our next project. It's a big one! Unlike previous projects, we decided to bite on something large and ambitous.

    screenshot

    We're in the early stages of prototyping, so I can't share too many details right now (as things are …

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  5. The Brilliance of Bastion's Flexible Builds

    Bastion character upgrade choice

    In RPGs (especially those of the 90s and early 2000s), game designers typically increase difficulty by creating increasingly powerful enemies (and more dangerous groups). To balance this, player characters engage in combat, gain experience points, and level up. Obviously, you want the game should increase in challenge/difficulty over time …

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  6. How to Get Your Game to Done

    image

    Most games never reach completion. Most of us know this -- especially programmers, who typically leave a trail of dead projects in their wake. Well-intentioned projects, but incomplete projects none-the-less.

    What steps can you take to increase the chances of actually finishing, and get your game to that glorified "done" state …

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  7. Blog Refresh

    After a few months of stagnation on the blogging/marketing side, we're finally back! We hope, inshaAllah (God willing) to publish regular (or at least semi-regular) updates to our blog and our current maintainer's Twitter account.

    Accordingly, we also ditched our old, homebrew-coded blog for something sleek and production-grade (built …

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  8. Talha's Migration, Week 6-7

    The last couple of weeks mostly entailed playtesting and game-balancing tweaks. As a result, we made a few visible changes:

    • Squid (blue rectangle) now move erratically and require more effort to capture.
    • There's a new "Sense of Smell" upgrade that materializes as a white arrow, and shows you where the …
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  9. Talha's Migration, Week 5

    This week, we implemented the final feature work (seals and sharks). We left out one item (squids) due to a lack of time. You can see both seals and squids in the GIF above.

    As well, our artist finished the main character sprite, and it gives a game a very …

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