Studying at Breda University of Applied Sciences
I have discovered a lot of problems in the previous blockouts regarding line of sights, something I severly overlooked. I had to make spaces with event-based logic to always provide visual feedback.
I have discovered a lot of problems in the previous blockouts regarding line of sights, something I severly overlooked. I had to make spaces with event-based logic to always provide visual feedback.
I want to post some progress on how the Quake level in Unreal Engine is going.
I have saw that the hard difficulty and tricky positioning of enemies was causing players to fail. Instead of giving up, they tried again. Now I want to experiment with creating a satisfying challenge.
I want to post some progress on how the Quake level in Unreal Engine is going.
I have saw that the hard difficulty and tricky positioning of enemies was causing players to fail. Instead of giving up, they tried again. Now I want to experiment with creating a satisfying challenge.
As part of my first assignment during Year 2 at BUas I have to create a Quake level in an Unreal Engine template that replicated the original game.
It is interesting in comparison to Trenchbroom since the freedom of engine allowed me to create breakable columns as a level ingredient.
As part of my first assignment during Year 2 at BUas I have to create a Quake level in an Unreal Engine template that replicated the original game.
It is interesting in comparison to Trenchbroom since the freedom of engine allowed me to create breakable columns as a level ingredient.
As blocktober has oficially started I will kick it off for me with WIP bits of a Trenchbroom Quake level that I picked up to learn how to use that tool.
As blocktober has oficially started I will kick it off for me with WIP bits of a Trenchbroom Quake level that I picked up to learn how to use that tool.
Play as a super-powered girl throwing and smashing fascists against walls and furniture. Links below!
Play as a super-powered girl throwing and smashing fascists against walls and furniture. Links below!
I will be trying to meaningfully create oppressive experience in the levels.
I will be trying to meaningfully create oppressive experience in the levels.
I miss having construction scripts and child game objects (the way blueprints can) though.
I miss having construction scripts and child game objects (the way blueprints can) though.
piqulsky.itch.io/razem-rpg
For years wanted to create a TTRPG of my own, that could fit my diverse game mastering style.
This is a universal modular card-based TTRPG system. For now there’s barely enough on the page, but it will get updated!
piqulsky.itch.io/razem-rpg
For years wanted to create a TTRPG of my own, that could fit my diverse game mastering style.
This is a universal modular card-based TTRPG system. For now there’s barely enough on the page, but it will get updated!
itch.io/email2game/3...
It was lying in my drawer for far too long. Reminded me how much fun one page rpgs are to create. It’s sometimes surprisingly freeing to work with constraints.
itch.io/email2game/3...
It was lying in my drawer for far too long. Reminded me how much fun one page rpgs are to create. It’s sometimes surprisingly freeing to work with constraints.
piqulsky.itch.io/cyberpop-fre...
piqulsky.itch.io/cyberpop-fre...
(had only 5 hours for it even though jam lasted a week)
(had only 5 hours for it even though jam lasted a week)
Creating Cyberpop: Frequencies was amazing. Inspired by one of the diversifiers posted we even added voice control, where if you yell, you shoot faster.
Check out the trailer for our game: www.youtube.com/watch?v=zaWh...
Creating Cyberpop: Frequencies was amazing. Inspired by one of the diversifiers posted we even added voice control, where if you yell, you shoot faster.
Check out the trailer for our game: www.youtube.com/watch?v=zaWh...