Hello! Wanted to provide a quick update on the status of the two major projects I’m currently working on. First, Leviathan, since there are a number of big changes but (as of yet) not much to show for it. Such is software development. Game Dev: Leviathan Following a much-needed break/hiatus during the latter part of… Continue reading Project Updates: Leviathan and Requiem
Author: Jeremy Kings
Leviathan Dev Log #1: Rising from the Deep
This post covers the beginnings of the development of my most recent project, LEVIATHAN, an underwater monster hunting game. Here are the specific things I’ll be covering in this post: Intro: Leviathan is Born After mulling over a few ideas and looking at some of my previous WIP projects, in December of 2022, I decided… Continue reading Leviathan Dev Log #1: Rising from the Deep
Diablo IV: Initial Review
I had initially intended for my next post to be about LEVIATHAN, the underwater scrolling shooter / monster hunting game that I’m currently working on. However, I’m currently in the middle of a month-long interview prep process and not quite in the right mindset to be thinking about game dev right now… or at least,… Continue reading Diablo IV: Initial Review
Single Monster Encounters in D&D5e
The fifth edition of Dungeons & Dragons is a game that has been catapulted into staggering popularity in the years since its initial release in 2014. While people have adapted the game to suit a variety of purposes, the game is really not meant to be a catch-all for your table’s roleplaying needs. Or, at… Continue reading Single Monster Encounters in D&D5e
Proof of Life + Many Marvelous Monsters
I had a variety of intentions (mostly good) regarding my life and the various projects I was working on, etc., when I wrote my previous post. The vast majority of those went swiftly out the window when my job, my hobbies, and my mental state were turned completely on their head by the arrival of… Continue reading Proof of Life + Many Marvelous Monsters
Diablo Simulator: The Great Refactoring
Over-scoping and over-engineering were two things I wanted to avoid with this project. With the lack of a strict deadline, the scope is still manageable, given that I’m not having to worry about things like physics and (for the most part) graphics. That said, I definitely underestimated the amount of organization I needed on the… Continue reading Diablo Simulator: The Great Refactoring
Diablo Simulator Preview
Progress on the new game project is going well. After a long time working on C++ game engines, getting to work in C# has been a nice breath of fresh air so far. There’s already a number of things I’m used to doing in C++ (mostly involving templates / generics) that I have to find… Continue reading Diablo Simulator Preview
Next game project: Diablo Simulator
Since I’ve been mired in curriculum development and designing APIs for the past few years, I haven’t had much of a chance to actually make games. I did a brief venture into PICO-8 last year, which taught me a few things about Lua and making pixel art, but also taught me that PICO-8 is very… Continue reading Next game project: Diablo Simulator
New Blog is New
Hello, all! Since I’ve recently redesigned my website, I figured I’d start from scratch on the blog end as well. I’m making it my goal to make future posts constructive and informative. The majority of posts will be insight into my development process for current projects. First up will be a post on Beta, the… Continue reading New Blog is New