Dev-Diary: 35

Happy New Year 2018~!

Nothing like ringing in the new year by being a couple of days late for this post, but despite originally being on time a last-minute call-in for work messed up my schedule over the past few days. But fear not, I am still here~!

The last post was before Christmas, so I hope everyone has been wonderful! I’ve been hard at work, as well as enjoying a little time to myself. I spent a few weeks solidly working on a personal project (a map-mod for a game called Jedi Academy as a gift for my brother) which was both exhausting and amazing. Just for fun, I’ll drop a screen-shot at the bottom. If I’m bothered, I’ll also set-up a download link over at where all the fun Jedi Academy stuff hangs out.

Since then, I’ve jumped right back into work for T.H.E. game, grinding through the pre-production. Sticking hard to my schedule, I’ve managed to complete my base story structure on time! I now have a giant pile of notes and documents detailing the complicated story paths for the game. From here, I hope to finish some of the additional work for the game, get the rest of the concept art finished up, and begin work on a sample engine with Unity!

I’m also still practicing with some 3D modelling, including texturing and rigging! Maybe next post I’ll have some cool shots.

Oooh so many exciting things! I’m also still going to be working on my card games and the graphic novel this year. T.H.E. game takes priority, but I like working on everything!

2018, year of grinding to work hard. 2019, year of releases and success! Let’s do this!

Till next time, all the best!

Mos Karlisson - Jedi Academy Mod

Dev-Diary: 24

Hey everyone!

So nothing really new this update. I’ve basically spent the past two weeks handling the Demo and prepping for future work. Big ol’ thank-you to everyone who’s tested the Demo so far, and big ol’ apologies to everyone I have not responded to yet! I’ve had a busy past week with personal things, but the next two week are handling the Demo and testers, fixing new bugs, and finishing pre-production for the first game, as well as some more writing for the comic~

Next update I should (hopefully) be kicking off with the first steps into the first project! Till next time, all the best~!

Dev-Diary: 19

Hey everyone!

On-time! Woo! The past two weeks have been up-and-down with productivity. I’ve been getting the last bits of the Demo tied up before I do all the final visuals, working on the story for the graphic novel, and doing more tests for the card game.

With the Demo, I’ve managed to (finally!) fix up two non-game breaking but very irritating bugs that have been sitting on the to-do list for a long time; thought bubble sync and trigger collision-detection. The engine uses thought-bubbles to tell the player when they can perform a certain action, and I had originally written up an animation-dependent function earlier on in the engine development (while I was still learning) to have the thought bubbles appear. However over time I realised animation-dependent functions open up a world of errors, and as such I re-wrote it so that it is handled by the script (how a proper program works, which is why I have done this with most animation-dependent functions) and it now looks and operates much cleaner. This works in-hand with the trigger collision-detection patch which now allows running a wider and more accurate check for the player hitting and interacting with certain triggers, which has made the triggers hit more cleanly and general game-play much smoother and more fast-paced. According to my to-do list I don’t think I have any more recorded bug-fixes left (one can only hope) so it is now onto finishing up the last small sections and doing all the final visuals!

I’ve also been working on my other projects! I’ve had a few good meet-ups with my amazing artist and we’ve been making great progress to forming the story and the art for the graphic novel! I get more and more excited every time we meet up! I’ve also been able to test my current card game a few more times in different numbers and have a pretty good idea about how to modify it for the next iteration.

All in all, despite many other distractions/commitments, I think I’ve been making pretty good progress! I look forward to next time, till then, all the best!

Dev-Diary: 18

Hey everyone!
Couple of days late because of being away/busy over the long-weekend.

Hope everyone has been well! I’ve had a delightfully productive two weeks! I managed to complete the entire Combat area for my Demo, which I thought would take longer. This included re-writing part of the combat system and building the test rooms for the mechanics. While it isn’t as large as some of the other areas, I didn’t think I would finish it this quickly! There’s not too much more left to work on, a few more random rooms, some bug fixes, but more importantly a visual update. I’ve been doing the visuals as I go but there are some rooms, UI, and animations that need to get updated and optimised. Fingers crossed I get through it quickly!

On-top of the Demo I’ve been testing my card game and doing writing and structuring for the graphic novel, while the artist is doing some amazing concept work! A lot more work than I thought I would accomplish considering how busy April has been so far, so I’m hoping I can get some progress made on a bit of everything over the next two weeks.

Till next time, all the best!

Dev-Diary: 17

Hey everybody!
A day late! This is a bad habit I’m getting into, sorry!

These past two weeks has been rather productive for a variety of my projects! I’ve managed to sort-out a production schedule with my partner for the graphic novel we’re working on, hopefully with a book finished in about a year, and I got a draft done for a card game I’ve been working on, which was tested and worked beautifully!

Onto Demo news, and I’ve drawn up all the plans for the next section I’m working on, Combat! I’ve also started working on some of the rooms, but because of changes made to the combat requirements of the games I need to tweak some of the functions to Inventory and Combat. Fingers crossed I’ll have it all tied up by the next update!

Not much else going on except general life-stuff. I’ve got a rather busy month for April so I hope I manage to get as much of my project work done as possible.

Till next time, all the best!

Dev-Diary: 16

Hey everybody!

Two days late again! That’s my bad, been dealing with work and life. However, I completed the NPC area for the Demo! Those last couple of rooms got intense, nice bundles of rather complicate AI structuring. But it’s all done, and I squished a few bugs along the way! I’ll now be moving onto Combat and Inventory, however this area should be considerably simpler; the working projects from this Demo have been rearranged so that the current projects are much less combat intensive, which in-turn removes some of the Inventory issues I was having. I’ve briefly spoken about the project rearrangement before, but to clarify I will be working on the same projects, but with a different engine for a different platform, which will mean I save a lot of time and can produce higher quality and more specific works! I will announce more details sometime in the future when the Demo is done and the current generation of projects are in the works.

Outside of the Demo, I’ll be returning to put more effort into physical game production, and structure the plans for the graphic novel I’m collaborating on! The aim is to have at least 2 physical games completed by the end of the year, along with a digital game after the Demo.

Time to get back to work! Till next time, all the best!
(Oh also, here’s a screenshot of the NPC Stress-Test Room~)

Monochrome Engine - Demo - 04

Dev-Diary: 15

Hey everybody!

Sorry about being a few days late, was a bit busy with personal commitments over the past few weeks!

Anyways, I’ve been off-on productive with a few different projects; I finished the animation I was collaborating with, and I’ve included a completed screenshot at the end of this post. When the final animation is published I’ll share a link to it, but my scene in the final work is actually a colourised version I made, whereas the screenshot posted here is of the original!

The demo is still coming along. Delays from personal commitments and other work keep slowing me down, but I’ll be keeping at it! More work completed on the NPC testing area (nearly done with it!), and after this I don’t believe there is too much in the way of design, just a few more buggy updates and a nice bundle of visuals to work on.

I’ve also started some writing for another collaborative project with a friend of mine! It’s nice to focus on just writing instead of coding and art as well, especially since it’s of a whole new story outside of my own works. This is something that probably won’t show any content for a few months at least, but I’ll be keeping you posted here.

Hopefully March will be a bit kinder on how busy I am outside my projects so I can focus and try to get as much as I can done!

Till next time, all the best!

YGORA Teaser