QoD XO devlog 3

Last time we talked I was porting the engine to run on the actual Xbox One hardware, since them I managed to port the whole engine, it’s now running (not 100% stable), sound, rending, and input, all working. Since that part is a bit better now I decided to focus some time on new content, such as localization, the new dungeons and stuff that still doesn’t properly work with a controller. ...

February 24, 2015 · 2 min · 272 words · David Amador

QoD XO devlog 2

I’ve been tweaking a lot of the gameplay to be suitable to use with a game controller and I’m starting to like the way it’s headed, it’s much more streamlined, faster and easy to use than the first attempt I made, some beta testing with a group of people helped with that. Last week I started porting the engine to DirectX, yeah it’s that fun moment where nothing works, crashes everywhere. But I’m slowly making some progress, got some of the rendering code working, as you can see on the images below, still no blend functions, no camera transforms but I’m getting there. Still no input, sound of even proper font load/render, and I couple more things I can’t remember, but I’m happy with the progress I managed to accomplish in a couple of days. ...

January 11, 2015 · 1 min · 145 words · David Amador

QoD iOS and Android update 1.1.1 released

A new patch for iOS and Android went live, v1.1.1 There are some differences in what’s new for each one of the platforms, the biggest change being support for iPhone 6 and 6 Plus on iOS and x86 architecture support on Android. The reason why there are more tweaks on the iOS is because the Android version was updated more recently. After this update they are on par on features and fixes. ...

December 8, 2014 · 1 min · 209 words · David Amador

QoD XO devlog 1

I’ve been doing a lot of menus and gamepad specifics related work lately. My first step has been to make sure all menus are easy to use with a Xbox One controller, and while most of the menus in the main screen are usable, inside the game they are not. Everything was made with mouse in mind at first so I decided to remake all of them again in a different way. The idea is that you press a button, popup a full blown menu and can use the shoulder buttons to switch tabs, DPAD to navigate items and ABXY for actions. ...

November 16, 2014 · 1 min · 150 words · David Amador

Quest of Dungeons is coming to Xbox One

I’m very happy to announce that Quest of Dungeons is coming to Xbox One. The game was released for the first time on Steam in March 25th and the response has been super positive so I’m excited to bring QoD to new players in a “home console”. I’ll be handling the port myself, because that’s what a one man team means 🙂 I will keep you in the loop to what’s happening in the backstage so keep tuned… ...

October 22, 2014 · 1 min · 78 words · David Amador

Upfall Studios Blog launch

(update: 2022- Originally this was under upfallstudios.com/blog, but I moved the whole blog here, while it’s weird to have a “Blog Launch” post here, in middle of personal blog, I kept it) I would like to welcome everyone to the new blog. So what is Upfall Studios? It’s an independent game development studio founded by myself in order to develop and distribute games that I make. The only game so far is called Quest of Dungeons, which is out on Steam, iOS and Android. ...

July 21, 2014 · 1 min · 113 words · David Amador