Defining Awesome — Development log
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  • Posts categorized “Development log”

    April 6th 2010

    Working on LDDT patch. It will contain:
    – inventory disappearing fix
    – inventory color is saving
    – less bouncy grenades
    – some crash fixes
    – particles staying on walls and ceiling
    – bot AI tweaks
    – stairs cast smaller shadow
    – kill points working

    April 3rd 2010

    The LD test works now, it had bad release files by mistake. Stay tuned for updates on @linkdeadbeta twitter after Easter. Happy holidays.

    March 30th 2010

    Why it seems all indie developers look like artsy fags & all their games are about kissing flowers & feeding ponies?

    March 30th 2010

    The bot just escaped my grenade and once covered threw a grenade right back at me. Moments like this is why I like doing what I’m doing.

    March 29th 2010

    Did some split-screen play-testing yesterday with real people! It seems the most annoying part is stair climbing. I’m making an alternative method for going up/down stairs. Instead of holding up/down key just point your mouse up or down.

    March 29th 2010

    Tweaking map visibility. Decide which one you like more in terms of looks & discernibility of walkable areas: A) B)

    March 26th 2010

    Making a config file today for maps to define tilemap, textures, effects and light/night/day settings.

    March 24th 2010

    Fixing bugs today. Preparing for the test release. Except fixes there’s one major thing to be added – grenades & teaching bots to use them.

    March 24th 2010

    I got LD to work with a touchpad and mouse seperately. Here is how to play split-screen without a gamepad

    March 23rd 2010

    Found an awesome set of tools that lets you play with 2 keyboards and 2 mice on 1 PC or any other controller (WiiMote, VRGlove…). LD will rock with this!

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