Development Log

I hear people call them blogs nowadays.

hiatus drawing to a close

i can feel the pangs of art beginning to return after a month or so of respite. i think i shall try to ease myself back into the actual creative parts by working on some practical aspects, that have been neglected as of late, to begin.

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with the cadence of peter lorre

what feels like an endless endeavour is slowly grinding along. better late than never, at least that’s what they say. finally published the second demo to the Google Play app store for internal testing phase 2.

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painting giant beam particle textures

spent the whole week painting textures and creating shaders for the big attack for the primary attack of the second boss. had some issues with photoshop’s recognition of my wacom tablets pressure sensitivity, it was weird and I could have swore it was working.

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boss ship 2 rigged

finally started setting up the second boss, it is tougher going than I had anticipated. for whatever reason, it doesn’t feel like I gave as much consideration beforehand to exactly how this particular boss would articulate what its possible attack patterns may be I then began to realise I hadn’t decided where either of the remaining two boss’ weaknesses were going to be located either.

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