It’s been just about a week since we started agressively working on our own game at dotBunny. While there are many roles too fill on the game, I got “dibs” on engineering lead. It’s great to be back in code every day, and furthermore its great to be working on something that truly is something I can call my own.
Shortly after the Torment roll off, we decided to create something substantial that we could pour our hearts and souls into and call our own. Dethol.
The night after the inaugural PTBO Game Jam event, I started looking at creating a new website for the event. One which could be maintained by the growing community. In-order to grow the event I would need a marketing machine and staff that I could delegate too.
A second day on evaluating engines. Looking at Unreal Engine’s Signed Distance Field Shadows. It makes the decision easy.