Welcome to our very first devlog! Let's catch you up on the past five years of Lacuna's development.
Just kidding; Lacuna's first prototype did exist back in 2015, but we'll spare you most of the details of its long journey. Instead, we thought that we'd focus on its somewhat unique game design....
The day has come.
We just announced our first title: Lacuna – A Sci-Fi Noir Adventure. Its Steam page is now live, which feels a little surreal. The game will be published by Assemble Entertainment, a fantastic German publisher who believed in the project from its very start.
Much more on th...
Once you start working on a 2D game, the question of how to set up a proper render order will come up very early on. Render order, at least in the way I will be using the term, determines which parts of your 2D game get rendered (drawn, displayed, shown) in front of (i.e. later than) other parts.
U...
Compared to film and literature, games are still a fairly young medium. As we could see with films, it always takes some experimenting until new art forms find their very own means of expression. In games, this process is further complicated by the fact that, over the past few decades, technological...
Movement on stairs has been the bane of my existence for a long time. I first added it to our old prototype in late 2017 and the code stayed more or less the same up until recently. It was barely good enough for our prototype, and it was never meant to stick around until release.
However...