Dev-Diary: 85

Hey y’all~

Looks like I’m making a bad habit of skipping a month haha! I promise to try to stay more on-top of everything but we shall see how we go! Unfortunately at the cusp of last month I was managing a handful of things going on in life which occupied me, in addition to all the work I am involved in. Nothing really worth writing about here, but I am still at it I assure you! ^^

Very quickly, on my personal projects, including streaming but mostly addressing Management IN SPACE!!, things have slowed down quite while *other* things have picked up. I’m trying really hard to re-arrange my workloads and project priorities, so here is a little break-down for you (and for myself):

  • Management IN SPACE!!: This project has been sitting in the ‘end game’ portion of completion for a good few months now. I’ve currently got a *massive* bug-fix list to deal with, and a good amount of art to produce, but after that it’s mostly about wrapping it up and publishing. Hoping to have it done by the end of the year for release next February 2022.
  • T.H.E. Game: The primary project is currently undergoing changes in pre-production due to new information acquired. Please be patient while we do our best in handling this project. Pending approval, this project will begin work early 2022.
  • Mini-Series: New stuff! I’ve been dabbling with some *very* small concepts for quick-release games. These are to keep my brain going on code training to learn new concepts, as well as just be able to release some short-form projects as-opposed to the massive works I keep finding myself involved in. The idea here is that I don’t work too hard on these, so as they come-along I’ll keep everyone posted. ^^
  • Streaming: This is less of a project-project and more of a hobby-project. I can’t make any promises for when this will start but every now-and-then I get some planning done for it, so it will definitely get there! I have a handful of games I look forward to playing live for everyone, from working towards 100% in Binding of Isaac to speed-running Jedi Knight (which I used to run *way* back when!). There are still some things I’d like to take care of first, but it will happen one day, hopefully sometime over the next few months. ^^

Something I’ve learnt over my years is that all work needs to be adaptable. I’m not the best developer or producer around, but every year, even month, I improve a little more, and I see it reflect in the work I do. I really hope I am able to stick closely to my goals so I can prove this to everyone and, over the many, many years of my life, release even more projects. ^^

In addition to my work directly as Silver Stitch, I have been doing work for Radioactive Magic (@RadioactiveMagi) on an exciting video series which I will talk about more in the future as it comes out, and I have also been doing some fun stuff over at Inflorescent Games (@InfloGamesCoop), a local game co-op that recently founded! Unfortunately in both cases there is nothing I can really talk about here (yet) but it has been keeping me busy. ^^

That’s it for now! I’m gonna go try my absolute best to be productive, as well as kind to myself and my work. Don’t forget that Black Lives still matter, that we need to stop Asian Hate, and getting vaccinated is super important! Be kind to yourself and others, and till next time, all the best!

^,,^

Dev-Diary: 51

Boom! New Year! Happy 2019! Hope everyone is doing well!

So let’s start with the end of last year. As seems to be the tradition, December was mostly full of family events, work, and general insanity. It was very busy to say the least. I did manage to get some dev work done, but it was mostly small updates, readjusting my schedule, and preparing for the new year. Progress was made.

So now that is out of the way, what’s coming up? Well the primary project is on hold for about a month while I work on something new(-ish). Remember I mentioned a game jam last dev-diary? Well last month I was also figuring out how to turn that into a releasable project. And so I am! I’ve already re-written a lot of the original functions, and I’ve been revising a lot of the concepts and mechanics. It’s not a big game, quite small actually, and is hopefully achievable in the time-frame I am setting myself.

So what is it? Well unlike my larger work which is super-duper secretive, this one is just a fun little resource management game full of chaos, stress, and space pirates~ Nothing to show for it right now as I am still writing all the delicious code, but hopefully later this month. Or just wait and see it completed hopefully next month! Or later, who knows! Time is an illusion and I am constantly super busy!

So that’s me!
Till next time, all the best~!

^,,^

Dev-Diary: 50

Oh what 50 Dev-Diaries on this site go me! I have been doing this for over 2 years! (not to mention the monthly Dev-Diaries I have been doing on Newgrounds and DeviantArt).

So! What has happened lately? The primary project has been making progress; I’ve been assembling the main world which is taking time but going well! All the large models are done (minus finalising textures), and most of the collision set-up has been done as well. I’m also about half-way through setting up the overworld base-scripts. Getting there! However a combination of delays and other-things have forced my hand to delay the originally intended release date of this work. This came at a combination of maintaining my mental health, as I have been pushing myself way too hard, and not wanting to cut corners. When I originally undertook this project I wasn’t too sure what I was getting into, but it has really taken over me (in a good way!) and I want to do it justice. It deserves to be done right, so that everyone can share in the experience and enjoy it; the way it was originally meant to be enjoyed!

Side-note for those of you paying attention; the game-jam went well! I whipped up a little stress-filled resource-management game. I’m happy with how much I was able to achieve in such a short time! I want to touch back on it one week and upgrade it into a releasable version one day and just throw it out there, but we shall see how that goes!

Anyways, it is the end of the year almost! Hopefully I will be able to do my usual mid-month update as well, but considering how busy it is this time of year, who knows! But, to celebrate the 50th  Dev-Diary on this website, I’ll leave you with not one, but TWO screenshots from the current build of the game. The world is still very empty, but at least you can see things coming together now. Till next time, all the best~! ^,,^

THE:Screenshot

THE:Screenshot

Dev-Diary: 49

Oh snap it’s Dev-Diary time!

So far November has been pretty full-on; I took some time to chill after releasing ‘core_ailtt.exe’ and then jumped right back into working on the primary project. Been busying assembling the game world! Hopefully I can get *all* the modelling done by the end of this month, minus clutter, so that next month I can get working on all the world scripts and start setting up all the character scripts! Fingers crossed I stay on target! I have a deadline after-all… ^^”

Despite that, I am taking this weekend away from my main work to participate in a small local game-jam (that I am actually co-hosting) just to work on something different for a change so I can come back to my main work with fresh eyes, so hopefully that goes well! 🙂

As always, till next time all the best~!
^,,^

Dev-Diary: 48

Hey!

Sooo I kind-of released a new game! I use that term loosely, it’s more just… well… How about you just go check it out yourself? Link down below.

That kinda took up my entire month so nothing else to report! Go check it out and enjoy it and I’m just gonna keep working on the primary project!

Have fun, and till next time all the best~!
^,,^

memories

Dev-Diary: 47

Hey all!

So firstly, sorry for not posting mid-month in September like I usually do, the first couple of weeks for me were slow and tiresome with both work and personal stuff, and as such there wasn’t much to post about. I’ve definitely fallen behind (again) so I’m trying to get everything sorted out as best I can. It’s a pretty taxing project, but I am getting through it!

So instead, let’s focus on success and cool stuff! I did manage to get almost all the character models done! How awesome! The only thing they all lack are animations and final textures, but almost all the characters have models that have been rigged and unwrapped! Character modelling is definitely one of the most challenging things to do for this project so I wanted to get them done and out of the way, and now I have enough to work with so I can focus on environments instead! Yay!

Also bonus cool info; I participated in a panel at OZComicon Sydney the other day discussing ‘Video Games, Ethics, and Their Place In Our Society’. I hadn’t done public speaking for quite a long time, and definitely not to a more random crowd as the one found at a convention (I have previously spoken at lectures before a few years back), but despite being terrified I had a grand time and hope I get more opportunities to speak in the future!

I have a lot of background work to do this month for the project, and I will be very busy with that. Hopefully I can get the rest of the characters finished up and get the blueprints done for the environments so I can start modelling them, but it will be a bit of a juggle this month!

Fingers crossed for me! Gotta keep working hard!
Till next time, all the best~!
^,,^

Dev-Diary: 46

Heys!

I am exhausted. This project is becoming super draining. I’m lucky that I now have some people helping out with a number of the assets, but it’s still very taxing.

While I didn’t manage to complete the first level as I had hoped, I did manage to get the base environment for it sorted out. I’ve got a texture artist doing materials and a 3D modeler helping out with the, well, models! Hopefully together we can smash through a good number of the base levels and assets before the end of September. Also need to make sure I find the balance between pushing myself and self-care. Along-side way too many social obligations, this month is going to be intense. Just need to get as much as I can done.

I need sleep. But before I leave you, have a snapshot of how the base environment looks with draft textures. Till next time, all the best~
-,,- z Z

THE:Screenshot

Dev-Diary: 45

Hey! Sorry I’m a few days late on this one. This month has been a bit of a roller-coaster.

I’ve managed to complete a number of things, and I’ve finally started working on the player and animations. It’s just a rough little model for now before I start bringing in the real stars of the show, but it’s a good place-holder to tie up some of the final little details. I’ve also been talking to some people to help me out with some of the assets I can’t work-on myself.

I still hope to have a rough of the first level finished by the end of the month, as well as a number of other things, so I’m just going to cram in as much work as I can! As a little bonus for being late, I’ll drop in a screenshot of the rough character standing around the developer level.

Till next time, all the best~!
^,,^

THE:Demo Screenshot

Dev-Diary: 44

Hey all! Sorry I’m a day late again; time and tech and work.

Offt, this has been a stressful fortnight! I’ve been grinding hard to get this engine as completed as possible to regain lost-time. While not entirely caught-up, I have fortunately managed to get a LOT done! There’s still more to do, but I’m entering a stage where I can start working on art assets so I can start building the game world properly!

Unfortunately, no images this post as a lot of my time has been coding based. However! A brief run-down on things I’ve managed get running! Menus now work; from pause menus, to the main menu, to a pre-game loading screen. Still need to be filled up with content, but the functions are all there and all automated! With loading comes scene management, including level transitioning, level properties, and game resetting. Very important! Items are functional (albeit non-existent), and various overlays work, including the HUD, and more!

An important lesson I learned from working on the (currently shelved) Monochrome Engine was automate and prefab everything! This has become even more crucial working with Unity as it is such an object-oriented engine whereas M.E. was more self-managed by a single, way-too-big script controlling various classes. Working with a professional game engine that manages a lot of the difficult things (such as physics and lighting) just helps so much. Of course, even though I’m improving and the project is getting done, I’ve learned I need to branch out a bit and ask for help from other professional friends. I guess we’ll see how it goes, gotta look after myself as well!

Till next time, all the best!
^,,^