Elysian Shadows
All posts with the tag: level editor

ESTk DevLog 001: Entities, Shaders, and Bumpmaps

In an attempt to continually keep our backers updated, our team members educated, and my own narcissism satiated, I am hereby starting a blog series for all of my low-level endeavors developing the Elysian Shadows engine and toolkit. This will also serve as a changelog for our beta backers, once we start handing out test […] Read More

ESTk Dreamcast Integration

Gentlemen,

I took a minivacation from work to dev, read, achieve, and get my shit together. Marcel and I wound up having a 72-hour development marathon where we raped house and destroyed some serious code. This post has been a long time coming, and I am very happy to write this as the very first live article release for the site... The fans will be seeing this at the same time as the rest of the Elysian Shadows development team!

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Marcel was perfecting the new Entity arhitecture for the Toolkit (which is paving way for the future of component implementation, especially the Animation System next). Meanwhile, I vowed to finish integrating the Dreamcast tools with our own Toolkit, to finally realize our dream of seamlessly developing on embedded platforms through the Toolkit. Since the very birth of libGyro, the goal has been to abstract all special code, considerations, and low-level implementation logic away from the high-level developers and level designers. I wanted our artists to be able to play through their levels as they create them just as easily on the Dreamcast as they can on their own PCs. I am proud to say that (for the Dreamcast), this goal has [i]finally[/i] been realized. It's now a single click of the play button...

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