Dev-log
Using compression at runtime with Unreal Engine
· β˜• 6 min read
Overview In a new project my Team wanted to toy around with a rewind mechanic for a new 2D adventure game and been totally honest, it’s not something to complex to implement, at least not for a quick prototype. But what happen when there’s a need to keep track of more than just the player and enemies, but also track the scenario and npcs wandering around there? We have a nice problem to resolve.

Networking with Echo (Trying it with Unreal Engine) - Part 1
· β˜• 6 min read
One of the main features planed for Echo was the inclusion of online multiplayer, but due my lack of experience with Online gameplay (and the Jam time restrictions) was almost immediately discarded. But now after a course and learn the basis with Epic’s documentation I decided to start reworking Echo with Unreal.

Learning how to light a scene with Unreal Engine 4
· β˜• 3 min read
Lighting is one of the most powerful features in Unreal Engine, but besides Directional Lighting, little I know to really create something that looks nice and, at the same time, functional. Is there anything I can do to change that?

The Great Heist: Guard's vision and performance issues
· β˜• 4 min read
It took me a while but, here I am... After reading my last (and first) post, I forgot to talk about the biggest problem i have to face during the development of "The Great Heist": The Guard's vision and Performance (Yeah... ¬¬). So, let's begin.

The Great Heist Aftermath
· β˜• 4 min read
It's to do something that you're not used to do, but it feels some good when you achieve some of the goals that you impose to you. This was the case with this project, made has a part of a Workshop Mermelada Lab hosted by Juegueros CCD.