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Hey there, Kinda hard to say this but going to go on an indefinite hiatus. This month I got hit with sudden sensorineural hearing loss (SSNHL) which is when you suddenly and rapidly lose hearing. For the vast majority of cases, the cause for this is unknown, s…
Happy New Year! For December I had two full weeks of vacation from my work and was able to reach the goal of completing the smaller side-side project as well as start working on a newer smaller scale Steam game. With the mobile game project completed, as I men…
Hey there! Back to give some more updates on what I've been up to. So if you haven't read any of the recent devlogs, I've put the development of Bright Red Skies on hold as I develop better skills so I can make sure BRS is the best quality game I can possibly …
Hey there! So just to reiterate what I've been saying for a couple of devlogs, the development of Bright Red Skies is going to be halted for a while so that I can improve on other game development skills I feel are lacking. I like to just keep you guys updated…
Hey there! Here for another update of stuff I've been up to. Since work on Bright Red Skies is going to be halted for a while, I feel like this is going to delve into more of a diary situation. There most likely won't be much news about BRS but if anyone has b…
Hey there! Just going to give a quick update on the stuff I've been up to this past month. So, I think this break from working on Bright Red Skies is going to be fairly long. There are just a bunch of gamedev related things I personally want to improve on, and…
Hey there! For September the weapon drop/pick up is completed, the weapon shop UI was updated to increase readability, and a new room type was added to help mask the loading between floors. Weapon drops were added to the game, which is pretty standard for any …
Hey there! For August felt like there needed to be some more variety in the combat so I created the first melee enemy. I also implemented the weapon shop UI. So previously, this FPS game only had ranged units which is the walker mech and the bullet & rocket tu…
Hey there! For July I spent time continuing to work on the FPS game. Specifically, I finished the design and implementation of the hub area, created the dialogue system, updated the room door system, and made changes to try and improve the game feel. I know th…
Hey there! For June, as I mentioned in my previous devlog, I would spend my time working on the FPS game instead of Bright Red Skies. So what I did was work on the title screen, improved the damage feedback, and started to create the template for the lobby roo…
Hey there! For May I worked on the FPS project. There was a list of small to medium level bugs I was putting off for a while so I started working through them. This ranged from things like the weapon HUD not flipping back in some cases, to the jumps being real…
Hey guys! For April the final part of Dosero is completed, some work on the enemy AI was done, and I started implementing what I feel is a more sustainable schedule of working on these side projects since I don't have the means the work on them full-time. So f…
Hey there! For March I mostly worked on getting Dosero up and running again by adding in some characters, updating some town UI, and making the camera improvements in dialogue since the camera angle go reworked from last month. With the FPS project, controller…
Hey there! For February work was done on changing the camera view in BRS and Dosero is being updated to reflect the story better. For the FPS project, reward chests were added, a new enemy type was introduced, and there are now explosions! So for Bright Red Sk…
Hey there! For January I started to work on Bright Red Skies again! I was also working on my other side project which I plan on being my first Steam release. For BRS I worked on setting a framework of the beginning of the story and fleshing out the main charac…
Hey everyone, I'm going to be taking a bit of time off from developing Bright Red Skies. In case you don't know, Bright Red Skies is a personal project I work on in my spare time since I have a full-time job as a developer. This game is my dream project and I …
For June, work was done on getting game data loading to work correctly (as well as the associated UI), creating a combat defeat screen where you can make party updates/retry, and updating the dialogue tool to work with the new dialogue system. Loading Game Dat…
For May, work was done in improving the way that characters talk and express themselves, as well as optimizing game loading. Specifically, the dialogue box style was updated so that they cover less of the screen, easier to understand character expressions were…
For April, work was done to improve the combat in terms of gameplay and workflow. Specifically, a new combat map was created, the map size was increased, and two new workflow tools were created to increase the efficiency of map creation. Simulation Map I wante…
For March work was done on the intro cutscene. For most of the game, the cutscenes will be like the old-school Final Fantasy games where characters move statically and dialogue text appears. But I want the important stuff like the intro cutscene to be more cin…