Missions
January 2021 Let's look at Kainga from a meta-game point of view. We look at few different missions and their goals, and what happens when you accomplish these goals, looking at unlocks in the hub world. |
Production Buildings
October 2020 We take a deeper dive into resources and see how you can use basic resources to produce other, more complex resources. This expands the possible technologies available to you and what your little village can focus on. |
Making Wakes
September 2020 Here's a tutorial on how I created wakes for boats as they move in the water using Blender and Unreal Engine's Materials. Enjoy! |
Video Devlog 3: The Beastmaster
August 2020 Another video devlog, in this one we cover the Beastmaster, a unit that can tame wild animals to fight and work for you. Basic functionality is complete, just need to fill out the system to include much more variety and interesting combinations. |
Video Devlog 2: Basic Units
July 2020 This second video devlog covers some basic units. We look at what "braves", the worker units, can do and how to get them. We also look at some combat units such as the Warrior, the Spearman, the Archer, the Priest, the Rifleman and finally, the Thinker and what they provide to your village. |
Video Devlog 1: Basic Resources
June 2020 This is the first installment of the video devlog series, and I'm pretty excited about it. I feel this is a good way to share mechanics and information about the game. This first episode takes a look at basic resources, how they're harvested and how they're replenished. |
An Interview With Moonlight Game Devs
June 2020 I was interviewed by Marc Philippe Beaujean, a writer at Moonlight Game Devs and they transcribed it into this article: Also, you can listen to the Podcast version on my Patreon! |
A Fire System
May 2020 This post describes one of the most dangerous obstacles to the player: fire. It details how fire spreads in Kainga, and a few ways to fight the fire with a reveal of a new production building. |
Presentation
April 2020 Lots of changes, improvements in art, gameplay and more have been made. A new name, logo and reveal trailer was created, I reworked the website and added the game to Steam, Twitter, Patreon and Trello. For all to see! Makes me nervous but excited! |
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! |
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. |
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. |
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. |
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. |
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. |
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. |
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. |