2024
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Devlog 2024-12-01 Conversation parsing for Alice is Dead, over-sized tiles and y-sorting for walls in Five Words of Power.Dec 1
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Devlog 2024-11-17 Offset (or “dual”) tile maps, and an Escape From Evil Island trailer.Nov 17
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Devlog 2024-11-10 A new demo for Alice is Dead, and an introduction of my new project, The Five Words of Power.Nov 10
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Devlog 2024-11-03 OneTurnTactics is released, so I reflect on it a little bit, and then I’m onto the next thing already (but I’m kind of cryptic about it).Nov 3
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Devlog 2024-10-27 Introducing OneTurnTactics (which is nearly done), and thinking about actually trying to write some stories like I’ve wanted to all along.Oct 27
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Devlog 2024-10-20 Finished a small jam game I started a long time ago, and thoughts on game jams in general.Oct 20
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Devlog 2024-10-12 Some progress on Alice is Dead, quickly drafting things out, and the value of keeping some code around for yourself, for next time.Oct 12
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Devlog 2024-09-29 Rambling about devlogs and getting back on the horse.Sep 29
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Devlog 2024-04-21 Escape From Evil Island is officially released! The last leg of work, release, and what’s next?Apr 21
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Devlog 2024-02-25 Some fiddly polish and some dithering (not the cool pixel kind) about cutscenes.Feb 25
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Devlog 2024-02-11 Built the first level of the game and drew a title screen.Feb 11
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Devlog 2024-02-04 Finished up Evil Island’s boss fight… mostly!Feb 4
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Devlog 2024-01-28 Working on the final level, and griping about ballistics.Jan 28
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Devlog 2024-01-20 Bug fixes, polish, and the penultimate level of Evil Island!Jan 20
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Devlog 2024-01-13 2023 in review - stalling out and starting new things.Jan 13
2024
2022
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Devlog 2022-11-13 Continued Godot 4 migration - cutscenes, save games, shadows, and a lot of menu work. Plus, some discussion of _ready().Nov 13
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Devlog 2022-11-06 I moved, decided to migrate to Godot 4, and then rambled a lot about coroutines.Nov 6
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Devlog 2022-07-06 Enemy “AI” and targeting, refactoring, a new villageJul 6
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Devlog 2022-06-22 Controllers, movement, footsteps, status effects, refactoringJun 22
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Devlog 2022-06-15 Updating art, campfiresJun 15
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Devlog 2022-03-16 Left my job, The House, Zot, and a lot of writingMar 16
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Devlog 2022-01-09 Maps and spritesJan 9
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Devlog 2022-01-02 More map workJan 2
2022
2021
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Devlog 2021-12-05 Caves and map “scatter”Dec 5
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Devlog 2021-11-28 Code refactoring, importing mapsNov 28
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Devlog 2021-11-21 Grab the Gems prototype, more Godot toolsNov 21
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Devlog 2021-11-07 Castle Escape 3d prototype, tool scripts in GodotNov 7
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Devlog 2021-10-31 Gravity Ships prototypeOct 31
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Devlog 2021-10-24 Breakout and Tiny Platformer prototypesOct 24
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Devlog 2021-10-17 Useless funk, a rough map, and Tank Attack prototype gameOct 17
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Devlog 2021-09-06 Map roughsSep 6
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Devlog 2021-08-29 (SimpleQuest 2) A switch… and back to Black MountainAug 29
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Devlog 2021-08-22 (SimpleQuest 2) LakesideAug 22
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Devlog 2021-08-15 (SimpleQuest 2) RPGMaker frustrationsAug 15
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Devlog 2021-08-08 (SimpleQuest 2) A tangentAug 8
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Devlog 2021-08-01 BusyAug 1
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Devlog 2021-07-25 Mountain interiors, how I think about mapsJul 25
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Devlog 2021-07-07 Into Black MountainJul 7
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Devlog 2021-06-28 Quiet weekJun 28
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Devlog 2021-06-20 LaddersJun 20
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Devlog 2021-06-13 Lots of mapsJun 13
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Devlog 2021-06-06 Finished a caveJun 6
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Devlog 2021-05-30 Working on cavesMay 30
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Devlog 2021-05-23 Not much to sayMay 23
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Devlog 2021-05-16 No free timeMay 16
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Devlog 2021-05-09 Maps, being busyMay 9
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Devlog 2021-05-02 MapsMay 2
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Devlog 2021-04-25 Maps and bridgesApr 25
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Devlog 2021-04-18 Quick map updateApr 18
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Devlog 2021-04-11 The map building processApr 11
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Devlog 2021-04-04 More skill work, and interfacesApr 4
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Devlog 2021-03-28 Working on skillsMar 28
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Devlog 2021-03-21 Lifting blocks, process planningMar 21
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Devlog 2021-03-14 Climbing, floor switches, and push block constraintsMar 14
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Devlog 2021-03-07 Cliffs, gaps, block pushing, and collisionsMar 7
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Devlog 2021-02-28 Entities, water, shadows, and hopping off cliffsFeb 28
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Devlog 2021-02-21 Starting the devlog back up – what is Black Mountain?Feb 21
2021