A swarm of enemies in Flying Weapon.

Flying Weapon

Hey guys,

Flying Weapons is a cross-platform 2d shoot-em-up in a 3d world.
It is designed and tested with XBox Controllers and Android Phones with Accelerometers.

Keyboard Controls: You shoot with left mouse button or left ctrl.

This game is 100% “Made in Unity on Linux”.
This was one buggy ride (Unity Editor for linux is in Alpha).
That’s also the reason why I didn’t have a web version immediately after the jam.

I managed to make the game I wanted to, but the boss fight didn’t make it in time. I’m still somewhat happy with the result.

Pathfinding using SARSA(Lambda).

Implementing our Learning AI

Hey guys, we’re very excited to introduce the initial version of our Machine Learning AI for Project Aleron. We will explain our architecture and how …

The SARSA algorithm.

Machine Learning in Games

Hey Guys, our upcoming article will be about our implementation of a learning AI for Project Aleron. As this topic is rather complicated, we wrote up an introduction to …

Distributed Client-Server Architecture for Project Aleron.

Client-Server Architecture

Hey guys, in this months article we show you our client-server architecture in Project Aleron and give you valuable tips for networking in games 😉 Our Client-Server …

Screenshot of Project Aleron's combat UI.

Why we use jMonkeyEngine

Hey guys, Some people asked us why we chose jMonkeyEngine 3 (we call it jMonkey) for our Project Aleron. Especially because we collected experience with Unity in the last …

An early combat in Project Aleron.

Project Aleron

Project Aleron started off in 2012 as an effort to improve our programming skills and aim very high: A turn-based MMORPG.
From 2012 to 2016, we developed a Prototype using jMonkeyEngine3.
While jMonkeyEngine was great and did not give us any performance problems, it has one vital weakness: The asset pipeline.
jMonkeyEngine has trouble importing proprietary 3D model formats. While this is not jMonkeyEngine’s fault, it was a burden to our development.

For this and various minor reasons we decided to reboot the development using Unity in January 2017.
Also, the first goal of Project Aleron is a single player roguelike tactical RPG, as it requires far less assetts and pure design work.