DEV BLOG ENTRY 13: A VISIT TO THE ARMORY
As the first chapter of our development is nearing completion, in more ways than one, we realized that there is no post whatsoever about the weapons you will have the pleasure of using in Excubitor. Those that played the early alpha build, which you can still find HERE for those that dared to ignore it, probably already had first hand experience
DEV BLOG ENTRY 4: ASSET WRAP UP
Today we reach the final chapter of the asset creation story. After the modeling and base texturing itโs time to beautify the texture with some additional tricks, all of which are essential when creating a model intended for video games. NORMAL MAP The first step is to create a normal map for the model. There are two methods for normal map creation.
DEV BLOG ENTRY 2: MODELING FOR GAMES
It's time to talk about the art creation process in EXCUBITOR. In our development pipeline, and I am pretty sure the same goes for all other game studios as well, artistic design is the first step in the content creation process. At the beginning, when the initial team of Aleksandar and Ivan started
DEV BLOG ENTRY 1: THE CORE
This week we will delve a little deeper into our development process. While the last blog served as an intro story about the birth of Excubitor and the creation of Tesseract Interactive here we will talk about the first, and arguably most important, choice the team needed to make, the choice of a programming language. C# As mentioned in the previous entry
Dev Blog Entry 0: The Basics
IMPORTANT NOTE: We decided to scrape all of our previous news updates and start bringing you development news in a more streamlined, organized, and hopefully, interesting fashion. FRIENDLY WARNING: Wall of text to follow. THE GENESIS Some four and a half years ago, after spending most of their youth in the embrace of the video game culture, Ivan Ivanovski and Aleksandar Jovanovski made