Final Alpha Update Released

We’ve gotten a lot of feedback about the final Alpha update from the community over the past couple weeks, and we’re very happy to report that the reception has been overwhelmingly positive! It’s a huge relief to know that we’ve finally gotten the game to a place where everyone feels …

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Chasm Development Video #3

Here’s the next glimpse of Chasm! Things majorly picked up over the last few weeks as we focused on redoing all the temporary assets. We’re on schedule for the GDC Demo, so we’re definitely all very happy! We’re going to focus on finishing up the surface next, then get more …

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Chasm Development Video #2

I know it’s been a while, but I finally got around to uploading a new video! You’ll see the work-in-progress surface in this one, as well as a new enemy and some other cool little things. Probably the biggest difference you won’t see though is all the rewritten prototype code!

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Linux MonoGame Progress

On my ever continuing quest of getting our games on more platforms, I’ve gotten 48 Chambers running on Linux! This experiment is primarily for Chasm, but I thought it might be cool to get 48 Chambers officially out on Linux and Mac sometime soon.

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Chasm Screenshot Tumblr

I think I forgot to mention it on here, but there’s a Tumblr I’m posting screenshots of Chasm’s development to pretty regularly. Just click the Tumblr + button over on the right to follow it, or visit discordgames.tumblr.com!

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Tile Collisions, Slopes & You

One of the first things I wanted to tackle on the game was the tile collision system. In Take Arms, we used a polygon based collision system powered by a heavily modified Box2D collision engine. The platforming used raycasts shot downward to find the ground and pull you down, while …

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Typing in XNA & Monogame

For the most part, XNA gets just about everything right. One thing you may eventually get hung up on though is keyboard support for text entry. In my case, I needed it so the player could type in their name for the Online Leaderboard in 48 Chambers. Now, I know …

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Accidental Noise in C#

When I was working away on Solus and researching techniques for generating interesting terrain for the world, I ran across the amazing Accidental Noise Library. It uses 2D fractals and random noise to generate terrain. I decided to port it to C# since his technique blew away anything I was …

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Making a Multiplayer XBLIG

I’ve written a pretty in-depth article for both gamers and developers alike on the challenges of developing a multiplayer Xbox Live Indie Game. It’s now published on Gamasutra as a Featured Post and on Kairi Vice’s monthly feature Tales from the Dev Side. Please check it out and let me …

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