Here is part three of our three part series on the Art of StarBreak®. Last week we discussed some of our tricks when dealing with enemies. This week, we will touch on our process for environments.
StarBreak Developer Blog
Here is part two of our three part series on the Art of StarBreak®. Last week we discussed some of our tricks when dealing with characters. This week, we will touch on enemies.
Last week, we wrapped up a discussion on map generation. This week, we start another three-part post about how we generate the art in StarBreak®.
Here is part three of our three part series on building levels. In part 2, we discussed how we build map parts using the StarBreak® Architect. This week, we touch on how we generate our maps using these map parts.
Here is part two of our three part series on building levels. Last week we discussed how we design monster behaviors. This week, we touch on how we populate our levels with the enemies we’ve specified.
We’ll return to level building tomorrow but we wanted to explain a big change that is going into testing today. An itemization redesign.
We thought we'd kick off the developer blog with a discussion of how we build our levels. Our plan is to break this into a three part series spanning multiple blog posts. We hope you enjoy it.
Good morning Testers,
We're making a change to the blog.
We will no longer be posting patch notes here. Patch notes will still be posted to our Announcement thread in the forum per our standard practices.
Instead, we will be using the blog as a developer blog. Our hope is that we can provide you with insights into our development process and we plan to have all members of the development team posting in the developer blog as their schedule permits. You'll also notice that we will be allowing comments in the blog going forward. Let us know what you think and also let us know what sorts of topics you find the most interesting.
Be on the lookout for the first of these development blog posts sometime next week!