Author Archives: problemmachine

About problemmachine

What is the nature of your problem? Can we modify the nature of your problem? Can your problem be touched? Eaten? May we eat your problem for you? May we eat your soul for you? Would you like a replacement problem? We make problems. We eat souls. We crap solutions. We are Problem Machine.

July 16th: Arise

Forgot yesterday’s I guess. Still working on music, doing some commission work, started on the intro animation where Eve wakes up and grabs her sword. Advertisements

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July 14th: Music

Working on the first chapter’s boss music. Hung some paintings up. Wrote up the devblog.

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July 13th: Featured

Okay I think I have all the core systems pretty much figured out now. There’s a couple of holes, but none that are really relevant for chapter 1, which is what I’m focusing on finishing right now. Added all tasks … Continue reading

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July 10th: Storytelling

Spent a lot of time today trying to figure out the important parts of the game’s design that I hadn’t quite determined yet: First, how to handle the narrative sections, second what sort of special attacks and upgrades there will … Continue reading

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July 9th: Planned

Okay I have a new and improved task list which breaks things down even further than before. I also started adding time estimates, though haven’t quite gotten all of them, and it seems like these chapter 1 tasks will probably … Continue reading

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July 8th: Navigation

I’m working on a task list for chapter 1 of the game. This is going to be a lot more exhaustive than the last one, hopefully covering all or most of the tasks necessary to make this happen, and with … Continue reading

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July 7th: Aligned

Well I still haven’t quite ironed out all of the OpenFL kinks, many of which are just quirks of the platform I’ll have to deal with over time, but the game is up and running quite well now, and I’ve … Continue reading

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