Posts

Looking for an artist to join our team!

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Hello! My name is Jacob, I’m the artist of a team developing a 2D action-adventure game called The Tarnishing of Juxtia. We’re looking to hire a skilled and passionate artist, with experience in 2D skeletal animation and pixel art, to work alongside me in creating the remainder of the game’s world. TToJ uses pixel art with a base tile size of 16px, blended with skeletal animations created in Spine . Here’s some examples of the game’s artwork, so you can get an idea of the style - (For more examples of the project & gameplay, you can take a look at our Twitter here - https://twitter.com/ttojgame ) Our ideal candidate is someone with knowledge in both pixel art and bone-based animation, though we’re mainly looking for an animator. This would be a long-term proposition; we would expect you to be working with us for over a couple years. If you’re interested in this position, please email me at jacob@1t1dstudios.com, or contact me over Discord at Jacob_V#0308, so we can di

Creating Enemies And Their AI (November 2017)

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In the previous blog post of this series ( The Beginnings ), I discussed the foundations of the game. These were things like the story, movement mechanics, sprite design, and lifeform stats. In this blog post, I will be discussing creating the very first enemies and the early version of their AI. Enemies And AI To implement AI, all lifeforms would function as a concept called finite state machines  - which is the idea that a lifeform is only ever doing one thing at a time.  Whatever thing the lifeform is doing is called a state. Essentially, a lifeform is only ever in one state at a time. States are everything that make up the lifeform's decision-making process and actions. For example, standing still is a state (idle state). Moving from point A to B is another state (moving state). A jump is made up of three states: jump-in (going from being on the ground to in the air), jump-idle (repeating this state until an obstacle is hit), and jump-finish (landing on the ground).

The Beginnings (July - November, 2017)

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Hello, my name is Angelo P.  I am a software developer and video game architect. I started developing The Tarnishing Of Juxtia two years ago. Although long overdue, I have finally decided to start a development blog. I would like to discuss development from the beginning.  Since there is two years worth of material to catch up on, I will be summarizing everything in a series of blog posts. Untitled And Inspired In July 2017, I started working on a yet untitled video game. I wanted to create something that combined my interest in video game development and games like the Dark Souls series. Building a 3D game was out of the question; I thought it was too large of a project to work on alone. Instead I had the idea to translate the gameplay mechanics from the 3D world of Dark Souls to a 2D platformer. I am not the only one who has been inspired by Dark Souls. A whole genre, called Soulsborne , has sprung up that refers to games that have similar gameplay mechanics and systems as de