State of the Game #232: Tease


One week left in the month! Time keeps on flying and the work is just shooting though. I ran into a bit of a snag this week as I continued to ponder the exact methods and game flow I wanted to put into the new pre-game lobby. In wanting to support screen sizes ranging from 720p to greater than 4k, …

2 Build Released


This is a minor patch. Knock back effects on cockpits has been reduced by a factor of 100, across the board. Yes, a factor of 100.


Welcome to the Revolution


The second troop transport shattered, more than exploded, when the rounds tore through its flat flank and emerged from the other side. The innards of the vehicle flew over the scenery in a multicolored shower of armor plates, internal components, and hapless soldiers. The assailant then trained his crosshairs at the last of the eight-wheeled transports and fired a final …


State of the Game #231: The goodies pile up


So, another week of great UI work for me! I have finished up the single player menu and the multiplayer server browser and have moved on to the pregame lobby. The pregame lobby is getting a bit more than just a visual uplift though, as it needs some new functionality to better fit MAV as a game right now and …


State of the Game #230: Just keep working


This week, I am in a heads down, bulldoze through, full force work mode. I have been falling behind, significantly, with the rate of my production. It’s painful to me to admit, but it was because I was not enjoying what I was doing. Sometimes, important != fun, and I have really let that get in my way in the …




  At that moment, the memory that hit her more strongly was one of emerald fields, azure skies and a warm breeze. Her parents had been farmers, growing corn in the wide plains of Colorado, their hearts and minds turn earthward while their daughters dreamt of the starry depths of space.   As they grew, though, reality settled in. The …


State of the Game #279: UI Preview


After continuing to work on the UI, I figured it’s time for a bit of a preview! This should give you a good overview of the style that will be present in the final version. Functionality wise, it’s greatly improved from the current version. Less clicks to do the same actions, all while better communicating the functionality to the players. …


State of the Game #278 : Cresting the hill


Another week of UI work down! This week I have been hard at work on the new flow of the single player game options screen. A LOT of what this new UI/UX experience is focused on is making things very easy to understand and for controls to operate in an intuitive manner. There is of course an ascetic upgrade happening …

State of the Game #277: MAV Tournament!


I have been continuing to work on the new UI layout, design, and flow this week. But who cares about that right now? You need to go sign up for the very first MAV tournament, hosted by Raksal! The format is a 2 v 2 siege match, but single entries are allowed. If you are looking to find a partner …


State of the Game #276: The last 90%


Well, it’s into the details we go! This week, I have been hitting a LOT of the 90-90 rule. This is the simple principal of the first 90% of the project taking 90% of your allocated time, then the last 10% taking the next 90% of your time 😉 And of course, what better way to run into this rule …