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Dog Eat Dog Dev Log - Week 4: Setting a Course

Welcome back everybody! We didn’t post a log last week due to a lack of progress. I had to take some time to figure out what sort of gameplay would work best with the idea in my head. You see, when I set out to make Dog Eat Dog, the extent of the design was “It would be cool if there were animals with complex AI that simulated a mini-ecosystem.” I quickly found out that it’s fairly difficult to just staple a genre onto that idea.

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Dog Eat Dog Dev Log - Week 3: In Which Bunnies and Foxes and Shrubs Have a Nice Chat

Merry Christmas, everybody! As you may have noticed, this log was delayed by two days due to the Christmas celebrations. Sorry for the wait! This week, a lot of progress has been made in terms of graphics and the AI saw a minor overhaul in terms of structure. Here’s what the game looks like now: As you can see, we have an actual background now. We also have an actual color-shifted bunny for the AI rather than the green tinted one I was using before.

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Dog Eat Dog Dev Log - Week 2: Like Rabbits

This past week at Stealth Elephant Entertainment was a bit of a hectic one. I’m a college student, you see, so I had to set aside game dev for the most part and focus on finals. Despite that, I did make tangible progress. Though perhaps not as much as I’d like. This week was all about the AI. In fact, I actually disabled the player character to focus on the AI behavior.

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Dog Eat Dog Dev Log - Week 1: Rabbit Teeth

Alright, we’re a week and a day late (sort of) but here we go. This is the first dev log for Stealth Elephant Entertainment’s future first title: Dog Eat Dog. Over the last week, I’ve been doing as much as I could in-between finals in college. I didn’t do as much as I’d like, but it’s a start. First of all, I decided not to try to program everything from scratch and jumped over to Unity.

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No Devlog This Week

Hello. I’m sorry to announce that no progress has been made on Dog Eat Dog this week. Due to a number of real life responsibilities getting in the way, there wasn’t any time for programming. We’ll be back again next week with progress of all kinds. In the mean time, thank you for your patience.

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Deep Madness Dev Log -- Week 5: A New Beginning

I’ll be honest. This past week was a fairly uneventful one. There aren’t many exciting new features to look at. That’s partially due to Thanksgiving, and partially due to some changes that are taking place regarding development. But I’ll explain afterwards. First I’ll show you what we’ve got for this week. The first major addition to this week’s build of the game is graphical. As you can see above, the player has been replaced by a sprite.

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Deep Madness Dev Log -- Week 4: Screen Sliding and Graphics

Hello and welcome to week 4 of Deep Madness development logs. This week, I kept working on the tile system. For the most part, that means I don’t have a lot of visually appealing things to show off for you, but I did make one small change which made the whole game look nicer. I replaced the squares with actual textures. On the technical side of things, I had to spend a fair amount of time working on the bitmap rendering code.

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Deep Madness Dev Log -- Week 3: Basically the Beginning

You might be wondering why this is the first dev log even though it’s week 3 of development. Well, we here at Stealth Elephants have never made a game like this before, so we didn’t think to write a dev log until this past week. In any case, let’s just get right into it. Deep Madness is being made without any libraries or engines, so these first few weeks were spent doing exciting things like making a window and getting input from the user.

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