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Performance optimization in Unity Part I: Streaming obejcts
Upside-Down Dimensions

Performance optimization in Unity Part I: Streaming obejcts

Upside-Down Dimensions

A description on some of the techniques that we are using to optimize our game with unity.

Imago Speculare - Challenge Mode Revealed
Imago Speculare

Imago Speculare - Challenge Mode Revealed

Imago Speculare

We reveal how the Challenge Mode mechanic works in-game in this full on boss battle

Devlog #10
Twin Soul

Devlog #10

Twin Soul 1 comment

We've almost finished the work on our heroes - you can already check out them in the new video on team's YouTube channel!

Imago Speculare - Gameplay: Withered Christus Boss Battle
Imago Speculare

Imago Speculare - Gameplay: Withered Christus Boss Battle

Imago Speculare

Loreworks Gaming reveals the full fight of Imago Speculare's first boss: Withered Christus.

Feature Highlight: Boss Battles and Challenge Mode
Imago Speculare

Feature Highlight: Boss Battles and Challenge Mode

Imago Speculare

A look into Imago Speculare's core feature, the game changing mechanic: Challenge Mode.

The Gameplay of Imago Speculare
Imago Speculare

The Gameplay of Imago Speculare

Imago Speculare

An in-depth look at the gameplay of Imago Speculare, explaining the game's core mechanic: The Miracle System.

Devlog #9
Twin Soul

Devlog #9

Twin Soul

Keep shading our heroes - it is very important to us to create most realistic and vivid faces. Work in progress screenshots attached.

Monster of the Week - Stallune
Crowns

Monster of the Week - Stallune

Crowns

Said to live on a distant beach, cut off from the rest of the island, Stallune appears under the moonlight on the still sand. Around it, a small magical...

Skelattack - Controlled Randomness
Skelattack

Skelattack - Controlled Randomness

Skelattack

My thoughts on how random numbers can be used to create an organic and believable game world, with examples from Skelattack.

Guard Duty: A Development Retrospective - Dev Diary #5
Guard Duty

Guard Duty: A Development Retrospective - Dev Diary #5

Guard Duty

Guard Duty: A Development Retrospective - Dev Diary #5 - A look back at the best working practices and process when designing a graphic adventure game.

DENIZEN DevBlog #4 - Foliage from 20,000 Feet
DENIZEN

DENIZEN DevBlog #4 - Foliage from 20,000 Feet

DENIZEN

A few words (and pictures) about foliage rendering and optimization in DENIZEN.

New exclusive feature for backers, PET COMPANIONS!
Necrocosmos: There is no god up here

New exclusive feature for backers, PET COMPANIONS!

Necrocosmos: There is no god up here

Now,every backer who has pledged €20 or more (i.e. Brain-Whistler pack or higher) will have access to this exclusive feature for backers — pet companions...

Bat Chat! Designing an Improved Player Companion
Skelattack

Bat Chat! Designing an Improved Player Companion

Skelattack

A detailed look at what makes Imber a special companion, and my thought process behind it.

Devlog #8
Twin Soul

Devlog #8

Twin Soul

Our second hero has grown some hair and a beard. Also he's decided what he'll wear in the demo. But for we'll show just couple WIP pics.

The Robots of Monoroll
Monoroll

The Robots of Monoroll

Monoroll

Updates are coming in hot! We will be talking about one more feature, the robots of Monoroll!

We Demoed Cutthroat at Delta H Con!
Cutthroat

We Demoed Cutthroat at Delta H Con!

Cutthroat

Last weekend we showed off Cutthroat at Delta H Con - Houston's Premiere Anime and Gaming Convention.

Devlog #7
Twin Soul

Devlog #7

Twin Soul 2 comments

New child-monster's - coloured and dressed - pics (not final version). As we've already said, we drew our inspiration from children with inborn diseases...

DENIZEN DevBlog #2 - "Banshee" Art Breakdown
DENIZEN

DENIZEN DevBlog #2 - "Banshee" Art Breakdown

DENIZEN

A quick breakdown of the process used to create the "Banshee" enemy artwork for DENIZEN.

Crawling Dungeon now with classes (update verision v0.0.2)
Crawling Dungeon Alpha

Crawling Dungeon now with classes (update verision v0.0.2)

Crawling Dungeon Alpha

In this update i have added classes!You can choose between Warrior (a tank class), an Assassin (a melee DPS class) and a Mage (Ranged DPS class). I hope...

Devlog #6
Twin Soul

Devlog #6

Twin Soul

Today we'll share some insides. First to come - new screenshots of our protagonist. You can judge by his fresh colour that he just went through rough...

Devlog #5
Twin Soul

Devlog #5

Twin Soul 5 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.