When working with variables, as the gamedev joke goes, thinking of a good name for them is one of the hardest tasks. We all have our own standards and ideas regarding this, but I generally rely a lot on UE4's categories to keep relevant variables grouped together. One thing I have been relying on a … Continue reading eNums
Happy 2020, everybody! I hope you all had a very good holiday break. I certainly have! Apparently my self-imposed schedule of releasing a game per (calendar) year has been taking it out of me. As such I switched off entirely (kind of) for a couple of weeks and caught up on a lot of sleep, … Continue reading Status update
Well, gosh, it's been a busy year. This development blog has been a great way for me to take the occasional breather from developing Piczle Cross Adventure. I do certainly plan to continue with it up to and potentially after release, but for now it's time for a little hiatus. December is a good month … Continue reading Taking a break!
Piczle Cross Adventure introduces two new characters to act as foils for our intrepid heroes. The story picks up at the end of Piczle Lines DX (don't worry - you won't have had to play Piczle Lines DX to play Piczle Cross Adventure! A handy recap/introduction to the game will explain everything you need to … Continue reading The cast (part 2)
Piczle is built around a central group of characters whose adventures inevitably lead to logic-puzzle solving. The cast has grown slowly over each Piczle game, with the main focus always being on our central three characters; Professor Matrix, Score-chan and Gig. 2019's Piczle Colors saw a little more in-depth information on them by way of … Continue reading The cast (part 1)
One of the many opaque elements of game development that players usually don't ever have to consider is the simple matter of fonts. What is the problem, right? You have fonts on your computer, there are plenty you use every day when you write your documents. Just use one of those! Sadly, it isn't that … Continue reading A man of letters
Unreal Engine 4 has a very nifty localisation dashboard, which, once activated, does a lot of the heavy lifting when it comes to localising your game. With it you can gather all the texts in your game from folders you've selected and create a robust localisation using .PO files. There are a couple of caveats … Continue reading Localisation