Going dark!

Today we’ve moved our GitHub repository “skylabgame” over to a private repo. All of the links to code, issue tickets, etc. throughout our blogs and tweets will lead to a 404 page unfortunately =( Worry not! We love the open-source community and want to release SkyLab’s codebase, in part or whole (haven’t decided yet) to the […]

Improved movement system [technical]

It all started with this Feedback Friday reply from /u/jaggygames, where he made a GIF to convey an excellent suggestion about preserving forward momentum during laneshifting: View post on imgur.com So we implemented it on Oct 4th:   The previous implementation was a pretty crude anchoring system, detailed here in an older post. Things tend to […]

Taking the plunge

Game development is hard. Indie game development is a little terrifying. Trying to manage feature creep, tech debt, and bugfixes all while working a fulltime job sucks. Trying to be active in the community, doing social media outreach, and writing up a monetization plan all while working a fulltime job sucks. Trying to give & receive lots of […]

A unique 5.4.1 Android bug

Earlier this week I upgraded Sky Labyrinth from 5.3 to 5.4.1. No immediate issues were noticed, though I’m now regretting not running an Android build right away. While building for Feedback Friday, I found that on Android none of our layer-based lethal collisions worked. I restarted Unity, ran another build, no dice. Restarted my machine, ran another […]

A really dumb bug

With our latest Feeback Friday release v0.8b came a really dumb bug. When users clicked the main menu’s “Play” button, nothing happened! This was initially reported by Ronny, our composer and PM, to be happening on his iPhone but not on his iPad. Very odd, especially since the issue wasn’t occurring on my Windows desktop or my […]

Back from social media hiatus

Hello all! After a short hiatus from social media (but not from gamedev!) we’re back! Two simple reasons for our break: We hit a lot of bugs that took a lot of time and frustration to solve, and shifted our attention wholly to those. I personally was on a family vacation in Turkey for 2.5 […]

Perfecting Laning System

So so close to a perfect laning system! In the previous iteration of the laning system, I had eliminated the jittery movement but introduced a “drift” effect – when the player rotates “early” or “late” (aka at the edges of a tile) into two tiles, the collision would anchor the player creating a fast and furious style […]

NEU Annual Games Showcase w/Levine

It was excellent returning to my alma mater to see all the senior capstone games and other projects, not to mention Ken-fucking-Levine speak. Shoutout to all the excellent Northeastern showcase games (which will be available here): Split Circuit (2 awards wow!) – excellent VR 3d-space racer, lot of fun, very challenging, took Best Overall and Best […]

Workin on Tile-based Laning System

Visuals First: GIF of today’s work versus GIF of initial jittery implementation (these also give a sneak peak at our new art direction – still a WIP). Please note: These GIF’s are quite dark as Realtime Global Illumination is disabled for recording; when there are a large amount of Tiles in the camera’s view frustum, we have trouble […]

PEast 2016

Shoutout to all the awesome games I demo’d and people I talked to at PAX East 2016: Desolus – Mark Mayers Mark and I graduated from the same CS program at Northeastern, his game is beyond gorgeous. He was approached by some very important people at some very important companies, super excited for the future of […]