Dev-Diary: 14

Hey everybody!

Nothing too new to report over the past 2 weeks, just general work on various projects, talking to awesome people about hoping to make awesome things. I’ve touched up some stuff in my demo and progressed further with the NPC demonstration rooms, as well as getting some drawing done for the animation project I’m helping out with. Because there isn’t really too much to report this time, I’ve decided to drop a sneak peek screenshot of the animation I’m working on into this post!

Till next time, all the best!

YGORA Teaser

Dev-Diary: 13

Hey everybody!

So the past few weeks have been pretty random in terms of productivity. While I didn’t get as much done on the demo as I’d hoped, I have been flexing my creative muscles again which has been generally good practice. I’ve done some digital graphics, some short-story writing, and a few other things along these lines to help get me back into creative production. I’ve also jumped into a community reanimation project, which takes an existing and often well-known animation and gives a mass of artists a few seconds to animate each. While my short section isn’t important, it’s fun being a part of a larger group all working together to complete a project! Hopefully I’ll have my part done over the next week, and the project itself will come out in a couple of months I think?

As for the demo, I’ve been getting back into it slowly, fixing up some important stuff. I’ve re-worked the music function to work better with the music that was composed for the first game, and I’ve heavily upgraded the AI detection function so that it (finally!) takes the world collisions into account, so now the player can hide behind walls all stealth-like!

I’m slowly getting back into the proper swing of production again, so I look forward to bigger and better updates in the coming weeks and months!

All the best!