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Devlog #5
Twin Soul

Devlog #5

Twin Soul 4 comments

Big content pack is ready, among it are sledge, pickles, electric meter. By the way, meter is not just a prop, it's usable item. We attach the most juiciest...

Journey's End Feature Spotlight: Magic
Journey's End

Journey's End Feature Spotlight: Magic

Journey's End

In this Feature Spotlight we'll take a look at Magic in Journey's End!

Cublast HD | Version 1.0.1.0 | New Coop & Versus Stage + 4 New Accent Colors!
Cublast HD

Cublast HD | Version 1.0.1.0 | New Coop & Versus Stage + 4 New Accent Colors!

Cublast HD

Fresh out of the oven! In this update we added a stage to both coop and versus! In each stage you're able to unlock 2 accent colors. Have fun exploring...

Devlog #4
Twin Soul

Devlog #4

Twin Soul

This sprint is getting closer to its conclusion, and we've already done several "tiny" but very important things. And also by a fluke we've revealed to...

Devlog update#1
Battlecruiser

Devlog update#1

Battlecruiser

Today I would like to share my video dev log update of the Battlecruiser, the game I currently develop.

Antegods Code Update #22: Redesigning weapons through playtesting
Antegods

Antegods Code Update #22: Redesigning weapons through playtesting

Antegods 1 comment

Our lead designer Wytze took some time out to write about how to overcome some challenges with creating new weapons (drill and shotgun) and reworking...

Journey's End Feature Spotlight: Power System
Journey's End

Journey's End Feature Spotlight: Power System

Journey's End

In this feature spotlight we'll cover our unique power system!

Journey's End Feature Spotlight: The Codex
Journey's End

Journey's End Feature Spotlight: The Codex

Journey's End

In this feature spotlight we showcase our codex system and two new creatures!

Architectural enemies and making the player blame themselves: the level design of Dead Man’s Trail
Dead Man's Trail

Architectural enemies and making the player blame themselves: the level design of Dead Man’s Trail

Dead Man's Trail

This article describes several architectural design concepts for use in level design, how to invite players to explore, and how to balance difficulty...

Movement System Feature Spotlight
Journey's End

Movement System Feature Spotlight

Journey's End

Recently we've been revamping our core movement system, here's an overview of movement in Journey's End.

It all starts with pens, papers and scissors (part 2)
Swim Out

It all starts with pens, papers and scissors (part 2)

Swim Out

Here is a brief presentation of how we are prototyping the graphical part of our current game, Swim Out.

Turning our 8-bit game into 3D stonepunk!
Antegods

Turning our 8-bit game into 3D stonepunk!

Antegods

Our artist Tom Rutjens talks about the development and evolution of the Antegods art style : going from an 8-bit pixel art style to a 3D style dubbed...

Journey's End Lore Spotlight - The Zeneth
Journey's End

Journey's End Lore Spotlight - The Zeneth

Journey's End

In this post we highlight one of the 3 playable races, The Zeneth!

Antegods Code Update #20: The ever changing battlefields
Antegods

Antegods Code Update #20: The ever changing battlefields

Antegods

We’re 3 weeks into our crowdfunding campaign over on Fig! That means everyone is really busy but are still committed to keeping you up to date on our...

Moonfall presents the second class "Shadow"
Moonfall

Moonfall presents the second class "Shadow"

Moonfall

This article is focused on the class called Shadow.

Quest System Feature Spotlight
Journey's End

Quest System Feature Spotlight

Journey's End

For this feature spotlight we'll be exploring the quest system in Journey's End.

Moonfall presents its class "Vanguard"
Moonfall

Moonfall presents its class "Vanguard"

Moonfall

This article is focused on the class called Vanguard.

It all starts with pens, papers and scissors (part 1)
Swim Out

It all starts with pens, papers and scissors (part 1)

Swim Out

Here is a brief presentation of how we prototyped the gameplay of our current game, Swim Out.

Antegods Design Update #18: Special Powers or Animal Instincts?
Antegods

Antegods Design Update #18: Special Powers or Animal Instincts?

Antegods

With the crowdfunding campaign for Antegods on Fig.co ongoing, development of the game has been a little slow, but still we will try to keep you up to...

Cover System Feature Spotlight
Journey's End

Cover System Feature Spotlight

Journey's End

In this feature spotlight we showcase the cover system in Journey's End, our Sidescroller RPG.

Devlog 2 - Enemies enchanted
Adam and Ricky

Devlog 2 - Enemies enchanted

Adam and Ricky 2 comments

We have given our enemies a bunch of magic properties! Now they can poison you, burn you alive, run like hell, or make you feel miserable.

Developer Update March 2017
Captain Holetooth

Developer Update March 2017

Captain Holetooth

It's been quite some time, but we've got a lot of news!

Loopers
Company Colossal

Loopers

Company Colossal

Animated walk cycles of the heroes of Company Colossal. Bringing the character out of characters.

Creating the HUB area starting from Greybox to Game
Ergastulum

Creating the HUB area starting from Greybox to Game

Ergastulum

This HUB area is important in setting the tone and to connect all the levels in the game together. To start with, this allowed the game to be out of those...

Hegemone Pass: Iterations of the enemy spawners
Hegemone Pass

Hegemone Pass: Iterations of the enemy spawners

Hegemone Pass 1 comment

More of a game development / game design centred article, talking about the various iterations of the way the game spawns enemy encounters on the field...

New Builder UI
Frag the tanks

New Builder UI

Frag the tanks

Frag the tanks (former Wartech Commander) is getting a new builder user interface! Check it out and leave a comment!

Current Features
Dark Sea

Current Features

Dark Sea

This is a guide to some of the games current features and what you can hope for in the future so stay tuned...

Stardrift Fiction #3: Hazards of the Void
Stardrift Nomads

Stardrift Fiction #3: Hazards of the Void

Stardrift Nomads

In this installment we introduce the hazards you will face in Stardrift Nomads.

First glance at the mansion interior
The Vrennman Case

First glance at the mansion interior

The Vrennman Case

In this feature John writes about the progress on how we start with making new levels. Additionally he ventures into our lighting system and why we changed...

Dev Diary #1 and Features Rundown
A Quick Death

Dev Diary #1 and Features Rundown

A Quick Death

A Quick Death is moving towards completion so I wanted to give a quick update on where it is, features currently implemented and being implemented, and...

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