As promised, we reveal the last Tier II titans, before this year ends.
A Holiday Special Edition of our usual Dev Blog updates is here!
The second dev blog of our EECS-P3 game, Sticky Situation.
Multiplayer is coming soon! We have a few new blocks to share as well as a new Go Kart track and respawn system!
Online multiplayer name system, a mockup respawn effect and a look at a Go-Kart track built out of blocks.
We are actively working on the first iteration of online multiplayer for Techblox, our free to play vehicle and machine building sim
You can break rocks with the shovel, throw exploding berries, and explore some new caves!
Adding gameplay objectives to the ships. Creating a in game console with imgui. And made a cheat system to easily add cheats via console commands.
Still focusing on polishing up loose ends, but a lot of new content has gone in the build over the last few days...
Finished off the level sequence to open East Ley barrow, fixed a bucket load of bugs, and started on a new NPC!
Designer Carlos Bordeu gives a sneak peek of the level design of the game.
This week's seen a lot of accidental perf improvements, and a new Dev Log hit You Tube!
Hello everyone! We are delighted to inform that the free Prologue is now available! We are also happy to announce the release date of final version of...
Creating planets and a 3D star field without a skybox!
News about the demo of our indie survival game in the desert!
Using my c++ behavior tree system I created a dogfighting behavior tree!
Monster Trucks are coming to Techblox, The most powerful physics based free to play vehicle and machine building sim. We are also running a competition...
I've had a week. What should have been an easy upgrade turned out to be a broken 'mare...
I created a behavior tree system that is defined completely within c++. AI entities have a brain which spins up a behavior tree.
Hello! We decided that it is the right moment to share something more about the whole Punk Wars development process.
How I rendered thousands of particles at very little performance cost.
I've made two new areas of the map, and done a lot of blocking out!
Stone circles, spin-attacks, level sequences and bomb-doors!
Implementing time dilation and collision shapes. Time dilation can be used in gameplay, but also to debug problems.
Today we bring you a build for all of you to test and give us your feedback and images of the new logo.
Once again the time has come to share some fresh information about the state of the game with all of you!
Final game assets and current status of game development.
We're using servers to handle physics in Techblox. Check out our results for online multiplayer.
How I made my game modifiable! I added a model editor that can be configured without compiling the game.
This week, new NPCs and two "how the f*ck did that ever work" class bugs...
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