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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...

A Near Dawn ~ Trailer
A Near Dawn: Chapter 1 - Day In The Life

A Near Dawn ~ Trailer

A Near Dawn: Chapter 1 - Day In The Life

Check out the new trailer for our psychological thriller - A NEAR DAWN!

New cabling system
PC Building Simulator

New cabling system

PC Building Simulator

A new cabling system has been implemented in the game.

Stardrift Fiction #2: Your Very Own Ship!
Stardrift Nomads

Stardrift Fiction #2: Your Very Own Ship!

Stardrift Nomads

In this installment we introduce the three ship classes of Stardrift Nomads and all the perks that come along with them!

Why game jams are so important
Domino Daydreams

Why game jams are so important

Domino Daydreams

A "Quick" chat with the lads from Alco Irish Gamers turned into A heart to heart about why game jams are just so good for the community.

General Stats Skill Tree
Frag the tanks

General Stats Skill Tree

Frag the tanks

This article introduces the Frag the tanks skill and perk tree and character progression.

Rough Rush Gameplay trailer
Rough Rush

Rough Rush Gameplay trailer

Rough Rush

Today we realised that we haven't shared Rough Rush's gameplay video with you guys yet, so here it is!

Implementing Level Statistics
Cyber Sentinel

Implementing Level Statistics

Cyber Sentinel

I'm implementing new feature - dbserver based level statistics

Immense Improvements to the Immense Survival Horror experience
HEGIS' GRASP

Immense Improvements to the Immense Survival Horror experience

HEGIS' GRASP

Welcome to the cursed village, Hegis. The story will unravel through mysterious notes you find as you make your way through the village. You play as Henry...