Posts Categorized: Uncategorized

Programming Blog 09 – A Big, Brown Deck

Greetings, dear followers of the programming side of Junkfish. I have been tasked once again with providing you all with an update on the codey side of our developmental process; in particular, the procedural generation (I’m told that people enjoy that kind of thing, as far as coding nonsense goes). So it has been a… Read more »

Progress report: Alpha!

Ahoy! In case anyone’s been worried about us apparently dropping off the face of the earth, we’ve got some pretty good news: We’ve hit alpha! Or if you’re pretty traditional with the term: we have a playable early build. Alpha’s easier to say though. Simplifying it further, we’re now working to get the lower deck… Read more »

Design Blog 06 – Three VR game design principles

(Originally posted at Develop Online on the 11th of April 2014) Including VR capability in our game Monstrum was a decision taken relatively early in development. Our interest in VR was first peaked when playing an Oculus demo at a local trade show. This demo involved exploring the ocean floor in a mechanised suit, and… Read more »

Programming Blog 08 – Do you want to build a ship, man?

Hello everyone! As previously mentioned, the ship in Monstrum is procedurally generated, meaning the layout will be different each time you start a new game.  Up until recently, the game would pause for a few seconds whilst the ship was generated – fine for development, but for release we need a loading screen that keeps the game responsive.  One… Read more »

Monstrum has been Greenlit!

Ahoy!   A quick news post, but we’re really happy to say that Monstrum has been voted through Steam Greenlight :D! We’re all really happy about this, and amazing at the support we’ve had for the game so far. We may do a little postmortem on the stats and that in the future :).  … Read more »

Announcing Monstrum – The Survival Horror Labyrinth

We at Team Junkfish are extremely excited to formally announce “Monstrum” (alias: “The Artist Formerly Known as Maize”) to you all. You can watch the reveal trailer here:   Don’t forget to like Team Junkfish and Monstrum on Facebook, and follow us on Twitter! If you’d like more information on the game or to contact us on… Read more »

Design Blog 05 – Monsters!

Hello again from the design team, We are now able to reveal another intended feature of Project Maize: different monster types! We aim to have three (for now at least) different types of enemy for the player to face. The problem with one monster is that once the player develops their own tactics for avoiding… Read more »

Programming Blog 07 – Lighting in a Randomly-Generated game

Over the last few weeks, I’ve been working on trying to solve problems relating to performance, occlusion and lighting. Our main challenge is that the game is randomly-generated, meaning we can’t directly use the fancy-pants pre-baked lighting or occlusion culling that our game engine supports. Instead, we have to use more performance-costly dynamic lighting, or… Read more »