June 23rd: Owl

Did a very bad job of having a sane sleep schedule, but got a few things done. Laundry, commission work, outlined next blog post, and finished creating the dissolve behavior that will be necessary to complete the enemy death effects. Now, that behavior will require some architecting elsewhere to become fully functional I think, but still good progress I’d say.

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June 22nd: Welp

Got very little done today, just some commission work. Supposed to be very hot next few days, so we’ll see if I can do better under those circumstances.

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June 21st: Dissolution

Was getting a bit tired of working on backgrounds so I started working on the enemy death/revival/etc system. Biggest breakthrough was I thought of an effect for when enemies are defeated that should look awesome, solve the problem of the intermediary pre-death stage, AND save me a lot of trouble. It may not be especially efficient performance-wise, but I don’t think it will be too bad. I’m extremely glad I looked up displacement maps for doing that water effect, they really do have a million uses.

Also did some commission work and some yard work and stuff.

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June 20th: Drag

Not much energy for getting things done today. Got a bit more work in on the background illustrations — I think I have them pretty well figured out but need to get all the details in. Didn’t get much of anything else done, just played lots of games and cleaned up around the house. Not ideal, but hopefully I just needed a bit of a rest.

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June 19th: Background Info

Worked on more background stuff today — didn’t finish anything, but solid progress on two backgrounds. Also did some painting, and some commission work — very arty day.

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June 18th: Sunset

Figuring out some stuff with how this background will work. Didn’t have much time to work on it today, though, though some slight progress was made. Mostly did work at my mom’s place today, wrote some music for wizard jam, did some commission work. Busy.

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June 17th: Garden

Put in a bunch of yardwork and stuff today and worked on writing and music stuff, which meant I didn’t really get a chance to work on the game unfortunately. I don’t like it when I don’t get a chance to get work in on the game but eh so it goes.

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