Kainga
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Re-Imagined
December 2019

I've made some big strides in development and I explain just a few of them here. Getting ready for some real visual releases and a demo! Sign up to be a Beta Tester here!
Creating Water
September 2019

I re-did my water and made it multi-layered. In this post I go into detail with all the steps I take to get the effect I got.
​Let's take a dive!
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Cliffside Stairs
August 2019

I add a new way to access higher and lower areas of the map using stairs that cling to cliffsides and wrap around mountains.  I try my best to explain how I accomplished this in Unreal.
Watchtowers
August 2019

I explain basic defense in Tribal and how watchtowers can help you get an edge in being prepared for the wild world out there.
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Melee and Ranged Units
June 2019
We take a brief look at the basic unit types including two varieties of both melee and ranged units, how they differ, and how they are created.
Unit Organization
May 2019

I try to simply explain how I got my units to group up in a chaotically organized  way while maintaining some semblance of clarity. 
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Farming
April 2019

I explain why I added farms to the game and how I hope the game benefits from an added complexity. We look at how you can expect to see them play out.
Carrying Ladders
November 2018

I revamped the ladder system and added more functionality including carrying and re-placing ladders as your needs require.
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Weather and "Seasons"
October 2018
A brief look at how I plan to go about the weather system and how this is explained to the player. Trying to create something new and interesting yet understandable.
Technology
September 2018
We take a look at technology trees in traditional strategy games and how I came up with a unique technology system that fits this game's needs.

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​Ladders and Elevation 
July 2018
I added ladders to traverse the vertical terrain in an easy and thematic way. It took a bit of McGyvering but the end result is satisfying.

Landmasses
​May 2018
I created a simple system to create a randomized landscape without too much hassle using large chunks of pre-sculpted landmasses and piecing them together like a giant puzzle.
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Structure Designs
April 2018
We take a peek at how I plan to create a diversity of differently built and different looking structures so that your culture feels unique through each playthrough. 
Animating 2D Units in a 3D World
March 2018
We look at how  I created 2D units, running around animated in a 3D isometric level, getting the unit to face the right way and the image to face the camera.
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Setting the   Theme
February 2018
We briefly go over where this idea grew from and how vernacular architecture will affect gameplay.
Setting the Focus
January 2018
We explore the purpose of this project  as well as the armature that will affect the future development of the project.
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