NANOVOID Devlog #1: Lua Scripting
This is a first devlog entry for our upcoming game NANOVOID, a 2d sandbox space shooter with modular editable ships and fun and deep combat.
Continue ReadingThis is a first devlog entry for our upcoming game NANOVOID, a 2d sandbox space shooter with modular editable ships and fun and deep combat.
Continue ReadingThis article is a post-mortem of the development of Urban Mage, our second released game on Steam which had its origin in Ludum Dare #37 over 5 years ago, and was just released yesterday, on March 8th, 2022.
If you want to skip all the details and just look at the data click here, showing wishlists, sales and analytics for all of our games.
Continue ReadingWith the Steam Halloween Sale approaching, we decided to celebrate this holiday and participate in the event. In the end we added new Halloween visuals (big orange pumpkin heads), spooky music, and discounted Hell Loop for 50%. There were couple of things which we needed to do Steam in order to participate in the event.
Continue ReadingThis is a side-by-side comparison of our pixel art from our upcoming game called BITGUN. These pictures are less than 3 months apart. In this post, I will show you our journey and describe the steps we took and what we were focusing on. The main secret of improving our art is simple though - keep working in small increments, improving one thing at a time, getting better at the process, and be consistent!
Continue ReadingAfter many months of hard work we bring you our biggest content update yet. While our previous update improved the overall lighting, this update brings much more than that.
Continue ReadingThis weekend happened the Ludum Dare #47 game jam and with that also my first chance to participate. I was really excited and I decided to try to develop a game on my own, as we are normally collaborating on everything here at LogLog.Games, and I wanted to see the difference of working solo.
Continue ReadingThis article aims at explaining our first steps with the new Unity's UI Toolkit package, which is currently in preview. It exists alongside the original Unity UI as well as ImGUI, so the user can choose which system works the best for their use case. For a detailed comparison between all three, I recommend reading the official documentation. For us and our first big game, the UI Toolkit was a clear winner! The main advantage we see is the ability to develop UI in a very similar fashion as it is done in the world of web development - with markup and styling languages, separation of the structure, visage, and logic, and with the use of layouting frameworks like Flexbox.
Continue ReadingWe finally have a website and a blog, hooray! It took us some time, but we realized that we do not have to write everything ourselves from scratch and thus we called for help the good old uncle Wordpress.
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