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Patch update, holidays, and the GIC - October Kandria Update
2021.10.04 09:07:36A shorter monthly update for once, as this included two weeks of holidays, in which we were both morally, legally, and bound by higher powers unbeknown to us forbidden from working on Kandria. Regardless, progress was made, and news are here to be shared, so an update was written!
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0.2.2 Demo Release, Gamescom & more - September Kandria Update
2021.09.05 17:24:31Big news this month: there's a new free demo release (!!), news on the Pro Helvetia grant and on Gamescom, and a lot of stuff to look at that we worked on!
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GDC, fighting, and more - August Kandria Update
2021.08.01 09:48:57A big ole update for Kandria this month!
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Testing events - July Kandria Update
2021.07.03 19:08:41Another month filled with a lot of different stuff! We have a lot of conferences coming up, there was a bunch to do for marketing, the game has seen a lot of visual and gameplay tweaks, and we've started doing a lot of direct playtesting. Finally, the music has also made a lot of progress and the first few tracks are now done!
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Updates Galore - June Kandria Update
2021.06.06 15:49:46There's a lot of different news to talk about this month, so strap in!
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Eternia release and updated plans - May Kandria Update
2021.05.09 10:31:40Another hectic month gone by. Getting Eternia: Pet Whisperer done and published on Steam in such a short time was no small feat. There were a few hurdles along the way as well, especially when it came to getting it ready for Steam, but overall I'm really glad we managed to get it out. Having a bona fide released title is amazing!
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Slicing Up the Game - April Kandria Update
2021.04.11 18:50:50
What a hell of a month! We got a lot done, all of it culminating in the release of the new vertical slice demo! This demo is now live, and you can check it out for free!. This slice includes an hour or more of content for you to explore, so we hope you enjoy it!
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Going Underground - March Kandria Update
2021.03.06 13:33:35
I can't believe it's been two months already since the year started. Time moves extremely quickly these days. Anyway, we have some solid progress to show, and some important announcements to make this month, so strap in!
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Setting Up Camp - February Kandria Update
2021.02.08 15:27:46
I hope you've all started well into the new year! We're well into production now, with the vertical slice slowly taking shape. Much of the work in January has been on concept and background work, which is now done, so we are moving forward on the implementation of the new features, assets, and writing. This entry will have a lot of pictures and videos to gander at, so be warned!
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2020 for Kandria in Review - Gamedev
2020.12.31 17:31:42
Well, 2020 has certainly been a year. Given the amount of stuff that's happened, and especially the big changes in my life around Kandria, I thought it would be interesting to write up a review on the entire year. I'm not going to go month by month, but rather just give an overview on the many things that happened and how I feel about it all, so don't be surprised if I jump between things a little bit.
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Kandria is now on Steam! - December Update
2020.12.06 17:58:06
Kandria now has a Steam page! Please visit and wishlist! It would help us a lot to get the game promoted on Steam. As a result of the Steam page and other unexpected changes, this month was pretty hectic, too, so there's a lot to talk about.
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Closing in on Production - November Kandria Update
2020.11.07 14:01:07
October somehow flew by really quickly for me. It's already November, and we're nearing the end of the year, too. Just thinking about that is making me reminiscent, but I'll have to hold off on doing my yearly wrap-up for another two months! Who knows, a lot more can still happen in that time. Last month marked another release for Kandria, and this month marked the start of Kandria being an actual team effort!
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Expanding Outwards - October Kandria Update
2020.10.09 11:40:56
A new month, a new Kandria update! First of all, a new prototype version is now up for download. As always, you can get it here. A short list of major improvements:
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Coming Alive - September Kandria Update
2020.09.05 19:01:19
Another month already. Fortunately there's a lot of stuff to talk about for Kandria this time around, so I hope you're ready for a beefy summary!
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Moving On - August Kandria Update
2020.08.01 11:56:23
This month marks the release of the Kandria 0.0.2 demo! It also marks a change in focus, but I'll talk about all of that in a second. First, if you want to give the demo a try, you can get a copy here: https://kandria.com/prototype
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Engine Rewrites - July Kandria Update
2020.07.06 08:58:58
Last month I outlined a very rough timeline for the future development of Kandria. In the past month I managed to implement the first two of the tasks listed there, namely some very deep fixes to the game engine, and the improvement of the pathfinding AI. I'll try to boil these changes down to make them easier to understand.
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The Road Ahead - June Kandria Update
2020.06.01 08:06:55
Another month already gone by. Unlike last month, I have managed to work on a few things this month, though it isn't much yet. So, in order to bolster the content a bit, I thought I'd also talk about the rough roadmap I have for Kandria.
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Creative Block - May Kandria Update
2020.05.03 16:31:18
It's a new month, and that usually means I'm supposed to write a monthly update on the progress with Kandria. Thinking about that though made me feel very depressed because I realised that I hadn't really done anything at all for the game, all of April.
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The Beginnings of Combat - April Kandria Update
2020.04.04 15:21:48
It's April! … already. Man alive, March shaped up to be quite the month, didn't it. For reasons you can probably already guess at, not too much progress was made this month, but after the splash of excitement that was last month, I don't feel too bad about that. Well, actually I do, but I'll try my best to tamper my disappointment and just move on.
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March Kandria Status Update - Gamedev
2020.03.01 11:57:06
Another month has flown by, and this one has turned out to be much more exciting than I ever anticipated! Primarily this is due to me making a surprise decision to try and apply for a grant to help get this project funded. This prompted a lot of changes, which I'll talk about today.
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February Leaf Status Update - Gamedev
2020.02.04 21:37:05
I think it's time for another quick update on the game! There isn't all that much to go through, as I've been rather occupied with other matters, such as university exams. Besides that I've also been struggling with figuring out the core story, setting, and direction I want the game to go in.
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December Leaf Status Update - Gamedev
2019.12.09 23:13:41
It has been a while since I last wrote an update on my game project, Leaf. It's also now been a year since I first started to work on it! I think it's about high time I talked about what's been happening, and what I plan to happen in the near future, too.
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An Extensible Particle System - Gamedev
2019.08.06 08:36:35
This article was originally published on GameDev.NET. In it, I illustrate a new particle system that was developed for my Lisp game engine, Trial. It contains quite a bit of graphics stuff, but also a lot of Lisp. I thought it would be worthwhile to share it here as well. For those unfamiliar, a particle system deals in orchestrating a lot of very similar things (particles). The challenge is to efficiently draw and update these particles.
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About Making Games in Lisp - Gamedev
2018.12.08 10:58:19
Recently there's been a bit of a storm brewing about a rather opinionated article about game development with Lisp. After reading Chris Bagley's very well done response, I thought I'd share my perspective on what it's like to actually make games with Lisp. I'm not writing this with the intent on convincing you of any particular arguments, but rather to give some insight into my process and what the difficulties and advantages are.
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Geometry Clipmaps Revisited - Gamedev
2018.08.25 18:47:50
A while back I wrote a bit about my adventures with a game engine technique called Geometry Clipmaps and my difficulties in implementing them. After spending what was supposed to be a week wherein I create a game fixing and completing an implementation of the Clipmaps instead, I think I'm now ready to talk about it. I'll also try to answer the questions I posed in the previous entry.