Author: Eseria Dev

  • Dev #11 – The Windowing System

    Hello everyone. I hope you’re doing well today. Today, I wanted to talk about the windowing system, which will be replacing the old state-machine based editor system I had in place. This windowing system also replaces the old performance viewer state, and provides its information in a new windowed interface. Let’s take a look! The…

  • Dev #10 – Jeremy, Entity Registry Modifications, and (not really that) much more!

    Hello everyone. I hope you’re doing well. Today, I want to introduce you to a very special person, Jeremy. Jeremy is the first enemy in the game. Well, first ‘true’ enemy in the game. He’s a basic follower who attempts to kill you with contact damage (40 right now, but will probably be reduced in…

  • Dev #9 – Death Animation / Fixing the Really Bad Player-World Collision Function

    Hello everyone. I hope you’re doing well today. I have had a disease plaguing my Player.cpp file. A disease so awful and stinky, it causes everything to feel worse as a result. A mold so prolific, it causes the entire experience to spoil. There would be suspense here if you didn’t read the title. I’m…

  • Dev #8 – Back to It / Entities

    Hello everyone. I hope you’re doing well. I took a small hiatus due to some things that came up, but I’m back to development. Let’s talk about entities. Come to think of it, you have never seen anything related to entities except the player placeholder. Let’s start at the beginning. The Importance System Most games…

  • Dev #5 – Why not Engine X?

    Hello everyone. I hope you’re doing well today. It’s been a while since I last posted. I won’t lie, it’s mainly because I bought Helldivers 2 a few days ago and I’ve been addicted. However, it’s not too far off of being related to Eseria. You see, Helldivers 2 was developed on the Bitsquid engine,…

  • Dev #4 – Divine Drive Addendum

    Hello everyone. I hope you’re having a great day. I wanted to quickly revisit the Divine Drive post from yesterday. I briefly mentioned using image filtering to render the Divine Drive on the fly. Back on track, I think I’d like to make more entries in the sprite sheet to get more variations I can…

  • Dev #3 – The Divine Drive

    Hey everyone. I hope you’re having a great day. It’s been a little bit since my last post. I decided to slow down on the number of posts because if I were to post every day, there would be many times where I wouldn’t have anything to say. Today we’re talking about the Divine Drive…

  • State of the Game – Renderer (Devblog #2)

    Hello everyone. I hope you’re doing well today. Today, I wanted to speak about the rendering engine for Insanity Engine, and how it draws those sweet, sweet tiles. The Renderer Insanity Engine has a renderer interface that allows each platform to handle its rendering separately. This is handled by having all platform-specific code have its…

  • The State of the Game – Tile Data (Devblog #1)

    Hello everyone. I hope you’re having a great day. Today, I wanted to show the progress I currently have on the game. Now, I’ll be honest, the game was not originally going to be about Eseria. It was instead going to be about – well, maybe I’ll keep that in my pocket for later. I…

  • Hello world!

    Hello everyone. My name is EseriaDev, and I am the developer of Eseria. In this post, named with the Grand Programmer Cliche, I just wanted to introduce myself and my project. I’m a computer science major who has been interested in making games for a very long time, but I haven’t made anything to date.…