DevBlog

8Pícaros team brings first-hand articles related to our developments directly to you. Please, take a look!


The Lair dissected: Let the gameplay start! (Part II)

< Previous article: The Lair dissected: An overview about planning ‘Level 0’ (Part I) Use this Level 0 video as guide to understand and contextualize all indications described below. The final seconds of the intro, where you see flashes and battle echoes resound inside the mountain, serve to...

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REFERENCES: creating Skreppa

As I mentioned in the first part on this topic, references can be used to paint a picture, create an animation, make an illustration, etc. In this case I’m going to talk about the concept artist work and how I used the references to create one of Fulvinter's enemies, Skreppa. But first, what’s the...

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How to create rope physics by logic?

Developers, especially novices, are often tempted to use the physic engine to implement the mechanics of the game logic. This is because the mathematical equations needed to carry it out are not trivial and developers probably do not know to implement it without the help of a book or a tutorial. Having...

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Dragon Stories: Imposing and indomitable

The dragons, imposing and indomitable, many love them others fear them. We can say that there are many types are those who freeze your blood and those who warm them. Here we describe a type of dragon, not any of course, the ice ones, yes! it seems simple to freeze, but... nevertheless it has a more...

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Feeling the environments: the magic of particle effects

Getting to transmit certain desired sensations in the scenarios of a game is not only limited to the choice of appropriate models or good lighting, we must accompany it with a series of “environmental effects” that at Fulvinter we have emulated through the Unity ́s Particle Systems. This article is...

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The Lair dissected: An overview about planning ‘Level 0’ (Part I)

Although it is not a finished level nor can I comment on some details, it is a good time to share our way of thinking about Fulvinter’s levels. In particular, how we plan the onboarding phase of the game. Logic design for a piece of level 0 ‘Level 0’ is officially named Niflheim, the Fulvinter’s...

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