Monthly Archives: December 2016

December 30th: Drift

I seem to keep getting to sleep later and later. It’s 8am. Anyhooo, got today’s piece written, some commission work done, and some planning done on EverEnding. Also played a game I’ve been meaning to for a while, which is … Continue reading

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December 29th: Not Much

Did a tiny amount of programming, laying down the basis of a simple physics behavior for non-interactive objects. I think I need to do a bit of paper planning for the remaining noteworthy programming tasks so I have more of … Continue reading

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December 28th: Realignment

Habitually getting off to way too late of a start these days. Oh well. Finally fixed another old annoying bug causing level backgrounds to be the incorrect size, and added a rope detail asset to start building the levels with. … Continue reading

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December 27th: Going Lightly

Buncha little things today. Helped assemble a generator, scanned a bunch of recipes, created a couple more assets for the game, and maybe finally fixed the entity duplication bug. Hopefully. Also a bit of commission stuff. Not too bad.

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December 26th: Holidays

You may have noticed a 10 day gap. I was busy with holiday travel up through the 23rd, and then decided to also take the 24th and 25th off out of principle. I got a bit of commission work done … Continue reading

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December 15th: Preparations

Getting ready for holiday travel, so may not get much work done for the next week or so. Started creating a system necessary for overall game flow, which is a bit tricky to architect. Also some commission work.

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December 14th: Bad Timing

Only started working late in the day due to getting caught up in watching a stream. Feel kinda dumb. Anyway, lots of miscellaneous little things on the game, most notably finishing defeat animations. I also discovered that the reason for … Continue reading

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