Dead prototypes: Piczle Blocks 3D

This one is painful. What is it? A new logic-puzzle type for the Piczle pantheon, Piczle Cross but in 3D! Imagine the classic nonogram puzzle as played in Piczle Cross Adventure but with an added dimension. How far did it get? I spent quite a bit of time on this, probably because I was willing … Continue reading Dead prototypes: Piczle Blocks 3D

Dead prototypes: Brutris

What is it? A 3D variant of Tetris where, once placed, the blocks together created a procedurally generated Brutalist building. How far did it get? Not very. I created the main play field and was about to start looking into dynamically creating Brutalist textures on the Tetris blocks when... Why kill it? ...the design. For … Continue reading Dead prototypes: Brutris

Dead prototypes: Osmosis DX

It is a truism that game developers have a severe case of greener grass syndrome as soon as a project starts requiring serious work. We all have so many ideas and the temptation is always there to start a new project before you've finished - often even before you've properly started - your current one. … Continue reading Dead prototypes: Osmosis DX

Score Studios’ 11th Anniversary

Score Studios was founded on June 11th 2009, 11 years ago this week! This month we'll see a series of Piczle sales, the release of the Piczle Cross Adventure demo (featuring a unique area and puzzles) and a few features to celebrate. Coincidentally it is also the 10th anniversary of Piczle, with Piczle Lines, the … Continue reading Score Studios’ 11th Anniversary

Materials: Preview texture

Piczle Colors was in need of a material that dynamically built a texture for the puzzle "solution reveal", considering there was an option that players could unlock to play randomly generated puzzles. What this post is not about is how I achieved this in Piczle Colors because, lordy...that was...special. I dread to even think about … Continue reading Materials: Preview texture

Materials: Clue numbers

For a change I thought I'd write about a hypothetical, and one of the things I usually do to avoid extra work. Or rather, not just to avoid extra work but to keep it easy to change things on a whim. Let's create a texture for Piczle Cross clue numbers with the minimum amount of … Continue reading Materials: Clue numbers

Further tips for working in Unreal Engine 4

Following on from a previous post that gave some tips on working in UE4 I thought I'd expand a little with a few more tips and tricks. Especially with the recent announcement of UE5 and a new royalty scheme, Unreal Engine is looking more and more like the go-to engine for gamedevs! Everybody has their … Continue reading Further tips for working in Unreal Engine 4