Showing posts from January, 2016

Keys to Success Development Diary - Log #2

Support Keys To Success on Steam Greenlight! Does the game inspire the creator? Or is the game inspired by the creator? I suppose the logical answer is: “Of course the game is inspired by the creator! Without the creator, you know.. there will be no game!” Well, technically true. I can’t argue with that. But can’t it work the other way around as well? Have you ever thought of that? But I believe that in both cases, it affects powerfully the way the game is shaped in the end. If a game inspires you, it’ll bring out the best in you. You’ll find yourself working on it creatively, with so much hunger for work. Largely it depends on the way you’re adding to it and trying to make it grow. If it stops inspiring you, then you’re doing it wrong. Stop, backtrack to where that started and start again. This sums up the core of the game design process in my opinion. For Keys to Success  (K2S for short),  the backtracking showed me that a story is a necessity. The game design out

Keys to Success Development Diary - Log #1

Hello!  Welcome to Keys To Success’ first development log. I have been thinking about starting one for a long while now ( Recording everything must be fun!)  and to try and share the little bits of knowledge I gather along the way. So finally, I decided to write down the very first log. I feel like once the first has been written down, the rest will surely follow. I am hoping to find the creative and technical  approaches to making good games through Keys to Success, and convey them through a development diary.    So, Keys To Success is about to meet its first birthday; it was initially created during the Global Game Jam in January 2015. Looking back, I never thought of having the game grow to what I want it to be at the moment. Back then, the prototype was made for the jam, with an idea to offer and that was just it. But when the game won “Microsoft’s Best Game Award” and got the Imagine Cup Golden Buzz, I decided to try exploring the game more. I feel grateful for that.

Why you should use "Advanced texture type" more part 2 - Unity3D

Hey again, Last time we talked alittle about what advanced texture type is in Unity. This time I will go deeper into the types of texture compression. But before we jump in xD I just want to say that this post is meant as a basic entry guide to the big world of texture compression, which I'm still beginner at and I'm exploring it with you. So let me know your feedback and what you think! And again this isn't meant to be detailed explanation of every thing. - if you want more details, I will add references below. All the textures compression discussed here you will find them in Unity "advanced texture type" , with more detailed names. In order to make it easy for you to understand these names, I will add a little section at the end for that :) . Let's start with what the need for texture compression is for. For example, you can open any png image on your pc (let's say it's a 1024x1024 size) you will find it around 1mb that's not bad, righ