Nocturne Games is a one man games developer that uses the Yoyo Games tool "GameMaker" to make high quality games for all to enjoy!
It's been some time since I posted about Skein, so I thought I better update people on progress. New sound, new HUD, new graphics, Steam integration and...
In this newest dev diary, I'm going to talk a bit about what's been going on behind the scenes in the game, since visually not a lot has changed in the...
I've been ignoring sound a bit in my dev diaries, so it's time to fix that and talk about how I go about sourcing and creating sound effects for Skein.
In any game, you need to be able to store information away for retrieval later, but what information should you be saving? Where to save it to? Local...
This news post is about how I approached some of the effects (other than lighting) in Skein, as well as how (and why) I created hidden "easter eggs" in...
The user interface and the user experience is one of the most important aspects of any game. If a game isn't pleasant to use right from the start, players...
I thought I'd take a slight break from the Dev Diary format, and spend a bit of time talking about what tools I use to make my games (other than GameMaker...
Skain still had no more than one type of enemy so it was time to fix that and start to expand the beasts and monsters that the player was going to have...
After my crisis which changed radically the direction of Skein, it was time to start programming some more of the core engine... Which meant adding special...
All devs have a period where they start to wonder whether their project is going in the right direction, and Skein was no different. In this article I...
In this article I talk about how I created my own lighting engine for Skein after trying out a few of those available from the GameMaker: Marketplace...
In this news post I talk about the "dumb" AI in Skein, why I chose the method I chose (FSM), and what is actually going on behind the scenes.
Today I discuss the design decisions (and a bit of the code) related to how the views and GUI were set up for Skein.
In this news post I'll be discussing the use of my procedural generation scripts to actually create a maze, as well as how I designed some of the graphics...
In this post I explore the various ways that I could procedurally generate levels in Skein - particularly the use of Binary Trees.
Where do games come from? It all starts with an idea, often taken from another source, which is then built on. Find out where the idea for Skein came...
Last minute changes to the level mechanics, hopefully making the game a bit more interesting!
Only a few days left until my first commercial game is released...