Monday, March 4, 2013

Good news ;)

Hello again!

It was almost half an year of our absence. I am aware that we did not have a large audience yet, but for all those who, by this time have been with us, we have some interesting information. 
The most important thing that we wanted to inform you about is that we decided to finish and release beta version of NinYawg Adventure in summer 2013. We have pretty much work to do, because in last 5 months we came up on few pretty fun ideas how to improve our engine and a game by itself.

This post will be just a short introduction, I will explain everything later when I find some free time. Treat that as a our TODO list before we really start to implement new features.

Wednesday, September 5, 2012

Bad news...

I am afraid, I do not have good news. In July we have planned return to work in August, as you already know that did not happen... I am now a main developer of few huge projects, I tried to code something for NinYawg Adventure but it was too small to write about it here. Now I am again overwhelmed by stuff that I am doing right now in my job, and unfortunately I have to inform you guys, progress will be frozen again. Like I said before I promise to get back as soon as I can, but for now I have more important stuff to do than private game project. I really look forward to see that my game has found few fans, but life have successfully prevents me that.

Tuesday, July 24, 2012

I am back!

Everything must end so as my rest time. When I was on vacations I have gained accidentally two projects so next two weeks I will probably focus more on earning money than on other projects. I will of course try to implement something whenever I can, but for now I can do nothing because of lack of graphics. I did not have time to talk with my team, so I do not even know what is our progress, but in the next few days I will post some informations what is going on. 

By the way, if any of you is interested in NinYawg Adventure on Windows Phone devices, I do not have good news. It is still open subject because my friend which offered help with porting our game to that platform went to Turkey two days ago and I did not have a chance to talk with him.

More informations soon!

Thursday, July 12, 2012

Recent informations...

I am aware of that many of you want to know more details, not only few sentences about every component of our engine, but for now I have to do everything on my own. Rest of the team was realy busy in last month (private lives, lots of exams, etc). Besides fact that I am working in my corporation, there is also a lot of work with "NinYawg Adventure" project.
I have to write specifications and documentations, implement new functionalities, think about features that we have to add and even lead that blog on my own, so I hope you can understand that I do not realy have time for detailed speaches. But I assure you, when my team return to project, quality of this blog will raise (I am not so good at maintaining blog and my english is not perfect). Anyway since I am aware that informations on this blog are not complete, if someone wants to ask about some details I will answer as soon as I can (maybe later we will be posting more detailed informations here).

By the way, today I am leaving to vacations and I will be back 22th July. I hope when I get back I will finally get some graphics and I will move forward with project.

Most important information for today, which I left for last, is idea of developing NinYawg Adventure also on devices with Windows Phone OS! It is not 100% sure, but let's say it is 60-70% for now. I will say more about that decision after I arrive from vacations.

See you in two weeks!

Wednesday, July 11, 2012

Work progress - part three

Welcome back!

After those few days of inactivity, it is time for a few words about the engine components that I have mentioned in a previous post, especially the Font and World Systems. Before that I would like to say a few words about Parallax Scrolling implemented in our engine. 

Monday, July 2, 2012

Work progress - part two

In last article I wrote a bit how did everything started. In this post I am going to focus more on describing the development process of particular systems in our engine. In case someone does not know, we are implementing our own game engine called "LD Engine". Of course we thought about using something that already exists like Andengine, libgdx or even commercial ones like Unity, but we have decided to write our own engine because of one particular reason... We did not want to use nothing that complex. Our goal is to create fast and efficiently working engine in which we have full control and knowledge what is going on. 

Tuesday, June 26, 2012

Work progress - part one

Hello again!
Since our project is not new and we already have been working on it few months (mostly on the engine development) we would like to shortly describe what has been done since the inception of an idea of creating game.
NinYawg Adventure project started in April 2012, of course at the beginning it was nameless (by the way we would like to know your opinion about that name so as about any other aspect of the game, we would really appreciate if you share with us your ideas). 
We made huge progress since we started that project so there is a lot of informations to share. In my opinion would be boring to read hundreds line of text so I will post that data in few parts. 
If you are not interested in development process, feel free to skip this part because there will be in 90% technical informations. Of course we are working all the time on game content and we are going to post some detailed informations how in our opinion the game should looks like (your feedback here would be really helpful and valuable for us).

Thursday, June 21, 2012

Welcome to Lethal Dosis development blog!

Hey! Welcome to Lethal Dosis development blog! We are finally decided to write about our work. Currently we will use this space to talk about the development of our new game called NinYawg Adventure, both in terms of code and game design. Since this is the first post, we would like to give you some details on what exactly we are working right now:
  • NinYawg Adventure is 2D side-scrolling sandbox game;
  • Players will control main hero - ninja, who will gain experience points, levels and skill points which will be used later to learn some unique abillities or to improve character statistics;
  • We are trying to merge ideas from Terraria and Minecraft with ideas from games like Nintendo® Legend of Zelda, porting it to Android devices;
  • NinYawg Adventure will be released on our own engine (LD Engine) so it will probably work on all android devices (Android 2.1+) which supports multi touch. That is not promise, but we are doing everything we can to give every one of you a chance to play this game;
  • Players will be able to create and destroy every single element of the world; 
  • We are going to include our advanced Crafting System, players will have to find some recipes in order to use best items in the game;
  • We are also going to create in our opinion most addictive element from Nintendo® Legend of Zelda series - dungeons which force players to resolve some puzzles instead of only swiping their sword;
  • World in NinYawg Adventure will live his own life! We are going to implement day/night cycle, Weather System and some custom algorithms for randomly generated terrain;
  • Our goal is to create game that is extremely addictive, player can do whatever he wants, every single game is different from another and WHERE EVERYTHING MATTERS!
If you guys have any thoughts about how that game should looks like we would really appreciate if you share with us your ideas. Those informations will improve user experience and that is our main target - to give all of you some fun :)
If you are interested in our project or you want give us some feedback, feel free to leave comment here or on our Twitter

More information's soon!