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Asterius

Asterius

← Return to Asterius

Devlog

  • Major updates
    July 30, 2019 by Boops Games#motivation, #bugs, #performance, #dungeon crawler, #asterius
    After a long hiatus, I came back to development on Asterius with a fresh mind. I immediately discovered where the slow-down issues were coming from. And after a few days of hunting down a memory leak,... Continue reading
  • Time vs Efficiency
    April 05, 2019 by Boops Games
    1
    #roguelike, #code, #efficiency, #time, #development, #prioritizing, #asterius, #boops games
    It's been a few weeks since starting back up with development of Asterius. The first thing I wanted to tackle was the game's lag. And even though I have more work to do, the work I put in really shine... Continue reading
  • How developing an indie product differs from big studio products.
    October 26, 2018 by Boops Games#indie dev, #indie development, #game development, #shipping product, #polish, #mvp, #post mortem
    When developing, I've been taught a method called Minimum Viable Product, or MVP: Getting a product that is viable as quickly as possible. The method is meant to test an idea to see if it works, so yo... Continue reading
  • Asterius development
    October 10, 2018 by Boops Games#indie, #roguelike, #dungeon crawler, #alpha, #beta, #asterius, #boops! games, #boops games, #puzzle, #adventure
    Soft-launching the latest alpha version of Asterius, v0.28.3. Things are just about where I want them for Beta. I recently worked on making the PC controls input more suited for how PC players may wan... Continue reading
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