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Final Reckoning: CrimsonFire
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Devlog
Devlog 7# In Conclusion
June 06, 2018
by
EricSpeck
With the release of 6-5 yesterday, CrimsonFire is now considered complete. I am still working on the Android version but that should be uploaded by the end of this weekend. It's been quite the proces...
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Devlog 6# Sound
May 31, 2018
by
EricSpeck
Sound is a game element that I have only recently started to mess around with and implement into CrimsonFire. Sound plays a understated but very important role in fleshing out the player's interactio...
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Devlog 5# Art indicators
May 22, 2018
by
EricSpeck
Art plays an importance role in communicating game information to the player beyond the obvious. Art can be used to create trends to serve as visual indicators to elements to the gameplay. One such th...
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Devlog 4# The Camera
May 15, 2018
by
EricSpeck
The camera is an unique entity that I've designed around over the course of the game development. At first I was using a top-down camera view in the perspective settling . However as I started to add...
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Devlog 3 Weapons
May 15, 2018
by
EricSpeck
The special weapon arsenal is being expanded upon with new weapons, each one better suited for a different situation. The grenade launcher has a large blast radius that lets it do well against groups...
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Devlog 2# New Enemies
April 30, 2018
by
EricSpeck
As I work on level 2 I'm also creating some new enemy types and I've been putting some thought into what the new enemies should be and how they create new gameplay. For the Marauder enemy type, pla...
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Devlog 1# Neutral Areas
April 24, 2018
by
EricSpeck
Following my decision to break up my levels into smaller sections I've also thought about how the player will move across section to section. Right now the player simply transfers to the next sectio...
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