Graphics and internals

Week 16 is over. It was… different than what I’ve been used to. I can’t say I’ve never worked with Photoshop, I have, a lot, doing simple tasks, but never[…..]

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Client gets its due

Week 15 has ended on an upbeat. Most of the week was finally dedicated to the client, getting its map UI to tolerable levels, and tweaking the forms to be[…..]

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Multithreading and optimizations

Anything to get out of client work, Entity.self? Shut up. Week 14 was one of those weeks – full of violence and titillation. Multithreading For the first time in 15[…..]

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Verbotenland und Ezul`s Bane

Week 13 was full of announcements and surprise development updates featuring some major news. I’m not going to repeat what was said in elaborate detail in those posts, but focus[…..]

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Feature Complete! And a Happy New Year!

Dominance V3 is now feature complete. All the gameplay mechanisms are in place, all the functionalities work as advertised and barring an occasional bug or dozen, the game is alpha-testable.[…..]

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Movement is now movement

Back in the V3 (first post), I announced there will be changes to how map works. In Map and vision, a month later, I demoed the first prototype of a[…..]

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Trucking spell fuel

Week 12 has ended, and with its passing we now have completed last great portion of tick processing that was missing – Spell execution. Spells At the end of V2b6[…..]

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Tick Tock.

Week 11 was all Tick. Well, almost all of it. At least five sevenths of it. Maybe less. Artifacts are now a thing. We can initialize casting the artifact, and[…..]

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Features change since V2beta6 (part 1)

I just wanted to get this off my chest. Some of the features introduced in last three betas, and planned for DoA beta 7 were good. I’m keeping and expanding[…..]

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Spells and Artifacts galore!

If week 8 was all about combat, week 10 is all about spellcasting. Let’s open with a screenshot. Spellcasting is finished, if you will pardon the placeholder graphics, though to[…..]

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