Category Archives: DevLog

Tips, tricks, stories and discoveries from game development and software engineering.

Update on Memories on The Meter (12 Jan, 2018)

Update on Memories on The Meter (12 Jan, 2018)

Wishing you a very happy new year. NGDC was awesome and if time permits, there will be a post on it. Some new improvements currently underway include integrating a system that allows for much better text rendering than the existing system. Work progresses on that front, and we hope to bring further updates about said system to you, soon. In the meanwhile, the following is a screenshot illustrating the interaction system, as well as prompts with the new text rendering method. Please keep in mind that this is a work in progress version, and the systems shown may not appear as this in the finished game. 

Illustration

Screenshot with interaction prompt ("Use Door")
Screenshot with interaction prompt (“Use Door”)

The above screenshot illustrates a player being offered an interaction prompt with an open door (interacting will close the door).

Hope you have a great new year ahead. Keep watching this blog to find out about the progress of this game.

Attending Nasscom Game Developers Conference 2017

We are attending NASSCOM Game Developers Conference 2017 (NGDC 2017) and Unity’s Unite India 2017. These events will held be in Hyderabad during 8th to 10th November. In case you are there, be sure to check out the new updates to Memories on The Meter in person!

Also, if you are showcasing any games, let us know so we can check your games out!

Creating Kanchey – How the marble game was made

Kanchey is a marble game that was released on October 15th, 2014. In this series of posts, I will try to document some of the things that were encountered in the creation of the game, as well as how the game reached its final form. Let us start with creating Kanchey.

Kanchey
Kanchey – or Marbles as they are known in English

The idea –

Initially, I wanted to make a game that would have the following properties –

  1. The game should be fun and fresh.
  2. I wanted to make a game on an idea that hadn’t been done before
  3. Since I am not very good at drawing, try to have a game that does not require me to draw very complex things.

After a while. I realised that there was already a game that I wanted to play but I didn’t recall seeing being made. And thus was conceived the idea for Kanchey.

Kanchey did not require complex shapes – afterall, it was a game about rolling balls into holes dug into the ground. But like every good idea – it was a simple concept that could be fun to play if executed properly. This also allowed me to cover for my lacking art skills.

In subsequent posts, I will go into further details into how the concept of Kanchey was fleshed out – and how things were implemented.