Author Archives: a_a

A Couple of Weeks After Launch

It’s been a couple of weeks since Horde Rush has released on the Google Play Store, and I’ve gotten some really good feedback from players. I’m glad to know that most of the feedback is positive, and I’m also glad that whatever … Continue reading

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Horde Rush is Here!

I’m very excited that Horde Rush is now available on the Google Play Store. Play it now, if you haven’t already! Anyway, anyone who has been occasionally checking out this blog will have noticed that the website was down for the … Continue reading

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The Horde Rush is Coming!

I’m coming to the final stages of development on my next game, Horde Rush! I’ve been busy with bug fixes and adding some more content, so more detailed updates have been on hold for a couple of weeks, while I prepare … Continue reading

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Some New Monsters in Blender

I added a couple of new monsters to my game: a skeleton guy and a werewolf character.    I originally thought that modeling and rigging the skeleton would be easier than modeling a skinned mesh, it turned out to be … Continue reading

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More Game Progress

Here’s a video of some progress on gameplay from a few weeks back. It’s gettin’ there, slowly but surely!

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Signing Into Android Google Play Game Services with Unity

Google Play Game Services Google Play’s Game Services provide mobile apps with social game elements like leaderboards, achievements, and quests, which can give more value to the players of those apps. Since I’m using Unity for my current project,  I’m using … Continue reading

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Zombie Model and Texture

Here’s some work in progress on my zombie model that’s closer to my production target. I’m still getting through the production grind!

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Number Crunchers Update!

I’m excited to see that more people are starting to try out Number Crunchers from the Google Play Store! This encouraged me to update it a bit with a couple of things that I wanted to get in. 1.02 Release … Continue reading

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The Grind

It’s been over a week since I’ve posted, which is pretty uncharacteristic of me, judging by my previous posting history. Well, I’ve been caught up in the “grind”. Basically, that’s what I’m calling the Production stage of my current game that … Continue reading

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Blender Rigify Bone Selector Panel

I’ve been ramping up my animation production lately, and one of the annoyances that I’ve run across while using Blender’s Rigify armature is that it can be difficult to select some of the control bones for a few reasons. In Wireframe display mode, … Continue reading

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