Development team
Dev Diary, 12 Jan 2014: Spring Messing
This week we mostly spent our time debugging and tidying. It’s not something you often get a chance to do when working on a contract so when it’s your own game it’s nice to be able to step back from a greed for feature progress and just prepare the project for long term development, but […]
Dev Diary, 06 Jan 2014: New year and Rojef
Happy New Year everybody. There are lots of bits and bobs I thought about putting up for the new year, but then I realised that I hadn’t rendered out a pic of Rojef for you. I can’t figure out how to sort the near and far planes out in marmoset either so that’s why his […]
Dev Diary, 22 Dec 2013: Merry Christmas
Whoops! We completely forgot to update the blog recently. We now have head hunter mode in the game, and some sounds to give it a little more atmosphere… but never mind that! It’s Christmas. As you can tell from the photo above, we are a little disorganized when it comes to formal company photos and […]
Dev Diary, 28 Nov 2013: Ready for a go?
Yay!. Game is ready for Insomnia now. Hope everyone who goes has a chance to try it out. You might not be able to figure out how to play but at least it’ll look pretty. We even managed to get the mugs in. Now I’m not saying the game is bug free and completely polished, […]
Dev Diary, 25 Nov 2013: Getting Insomnia
Things are going well. bugs are being fixed and new artwork is getting done. The camera um… needs work, but that’ll get fixed tomorrow. Just for the sake of progression I’ve put up a newer pic of the game running. Things are already different from that one but it’ll give you an idea. We […]
Dev Diary, 14 Nov 2013: First Playable
I’m later than expected posting a screenshot so it doesn’t look quite as terrible as it did, in fact, there is a slight danger of looking something like a board game now. Currently nobody can actually win, you just go round and perpetually slaughter each other forever, but it’s playable and you can actually have […]
Dev Diary, 31 Oct 2013: Pieces
Happy Halloween everybody. Here’s some costume ideas. I figured since It has been a while since my last post that I should actually show you something that looks nice: Some of the board game pieces from board game mode. Sadly, Sajotir hasn’t been skinned yet and Rojeff is also going to take another couple of […]
Dev Diary, 21 Oct 2013: Something Prettier… or not.
This week lots of code has been done and the majority of the dice functions are now working. If I showed you a screenshot of that however, it would look pretty much the same as last weeks. So instead I’ll show you some pretty artwork… or not as the case turns out because this is […]
Dev Diary, 13 Oct 2013: Board Game Before Video Game.
The video game has something almost game like rendering on screen now. Sure, it’s the board game pieces but that’s where we’re starting. First we get everything up an running as if it were the board game. Then we add all the animations and fancy effects and shiny wooshy things. Don’t worry though. We are […]
Dev Diary, 07 Oct 2013: Infrastructure
It’s been over three weeks since the last update. An unfortunate delay for which I sincerely apologize. BUT LOOK! Yes I know it’s a series of coloured boxes and a row of dice, but that’s the point. While a few of us spent the last week moving everything to the new office and getting everything […]
Dev Diary, 13 Sep 2013: Chantelle
Despite the seemingly infinite quantity of admin that magically apears, as promised here is the first pass of Chantelle. She is named that because our coder Chantelle , always chooses this character and at some point the original avatar name was cast aside by the lunatic known as Fee, in favour of the player’s name. […]
Dev Diary, 09 Sep 2013: Stitch’n time
Had a hectic time last week after getting back from Shang Hai. Lots of fun too. I’ve finished Retopoing and UV mapping the current character I’m working on as you can see above left. Doesn’t make a lot of sense unless you know what you are looking at. It’s safe to say that UV mapping […]
Dev Diary, 01 Sep 2013: Slacking Off
The Above picture has very little to do with living dungeon. I’m still retopoing that character because I’ve been doing other stuff to be honest. There were hornet infested days out and epic meals at odd restaurants, but I was also doing a little testing to make sure I understood all the tutorials I’d read/watched about […]
Dev Diary, 25 Aug 2013:
Another week and another Retopo begins. This model was done earlier in the month but I thought I best finish off the first pass on Sajotir since he was modeled before. I always like to start with the most fiddly bits and in this character’s case there are a lot of those. Hair, Decolletage, hem of […]
Dev Diary, 20 Aug 2013: Sajotir
Here is a first pass Sajotir, often just called Jo by his friends. He’s a happy lizard but not quite a finished one. He still needs a fair bit of touching up, scratching and detailing, as well as symbols such as the temporary one on his chest, and his magical spear for that matter which […]
Dev Diary, 16 Aug 2013: Title Format Change. Deal!
I started this yesterday and today it’s done. Retopo is a loveless task for me but like I was getting at in my last post, some things you just have to slowly work through. There is thankfully some satisfaction when you collapse back in your chair, knowing that the work has been done. Next onto UV […]
Dev Diary 16: Thoughts
I don’t like doing Retopos. It’s just one of those things that needs to get done and like a lot of things in life, you just have to slowly work your way through it and get to the end. I just thought I’d share that thought with the ether because I’m around the other side […]
Dev Diary 15: Named That for a Reason
As I promised, here is a picture of the most basic monster in the game. He’s ugly, has bad breath, doesn’t brush his teeth, and is pretty stupid ( insert your own ‘Just like “person to be insulted” joke here’) The Wretched aren’t particularly friendly either; unless you count murder, kidnapping and rape, but if […]
Dev Diary 14: Well It’s About Time
With BOOMBA! taking off the way it did we had to step back from other stuff and give it a little love. We’ve got that under control now and things are moving along happily. Contract work is being tied up and it’s time to get on with the cool stuff. We’re still going to be […]
Dev Diary 13: Wear and Tear
The last couple of games were both brutal massacres with over a dozen deaths. They were both close games that went to sudden death, and they both ended with the usual result of Chantelle claiming victory over all of her colleagues. Whether it is by coming back from last place to clinch victory in sudden death or by pulling […]
Dev Diary 12: Hiatus
We had to halt development on the video game for a few weeks as we were moving office and now have some pretty tightly scheduled contract work that needs done. We did however manage to play a game every Friday and iron out the rules a bit more. We also managed to try out a […]
Dev Diary 11: Headhunting
Here’s a pic of another of the game characters before I go on about the game we played. This week we had everyone playing. 9 people in total divided into 4 teams and a DM. It was also the first time we had played head hunter. The objective of which is to collect a head […]
Dev Diary 10: Team Tactics
This week saw us playing a game of Living dungeon earlier than usual on the Friday. It was a pretty epic affair with 7 players (Myself as GM and 3 teams of 2). The objective was escape and the players were soon at each others throats in an effort to give their team […]
Dev Diary 9: Oops
We didn’t manage to play a game this week. Our engine has some kind of sneaky memory leak and those who were not working on that were busy working to finish our smaller self published title BOOMBA! That is nearing the end now and while I’ve thoroughly enjoyed making it and playing it I’ll be glad […]
About the Living Dungeon
Bring the excitement of playing a dungeon tournament board game to your screen, in beautiful gruesome detail. Roll your five action dice and use those actions wisely. You have two minutes. There really is nothing quite like The Living Dungeon. Up to 9 players can take part in a battle of wits, luck and skulduggery. […]
Dev Diary 8: Murderous Rampage.
After the destructive testing that was performed last week there was a return to simplicity. Contextual rules were removed and replaced by constant ones. Additionally the skillsets were given some extra power. This made the game extremely violent and aggressive, especially given that the objective was assassination. Despite a little awkwardness with spawn points which […]
Dev Diary 7: Re-planning to fail
The original plan this week was to do a large game and start at 1530. Unfortunately other project obligations kept everyone busy until almost 1700. That meant if we started the game it would likely take us until 2000 before we finished. Assuming people wanted to go home or simply didn’t want their cars impounded, […]
Dev Diary 6: Progress, Vengeance and Trickery
Admittedly artwork has been slow to really get going on the project as we have to make our contract work a priority. That’s life and realistically it’s only fair to the client. Thankfully code between our contract work and the living dungeon is shared. So progress on that side of things is coming along nicely. […]
Diary 5: Nothing to show for it.
There has been very little happening on the art front this week. Thankfully contract work ties into this game via a shared code foundation and that has been progressing well. Of course, since that is all texture pipeline stuff and various small engine components, we have nothing to show for it really. Lots of these […]