Weekly Dev Log 11/22/15


Normally I leave off the “here is what I did recently post” until the end of the year. I am feeling the need to get some of that love early this year, so I am going to try doing a weekly update. Hopefully this will keep me focused and dedicated to the little projects that I am plugging on.

I am going to redact some of the details of contract and other necessary redactable work.



I have been working on this doom sector style level editor that lives inside of unity on and off for a few months now. It isn’t to the point where it is really fast or fun to use yet, but I am closing in on bugs at the very least. This week I worked on some really necessary features, including moving lines and verts around. The secondary thing that I am working on with this is a cover game for this forum thread that everyone except me has forgotten about.

  • doom ed - 11:46:33
  • bugs - 2:49:32
  • building level - 1:53:44
  • performance - 4:31:18
  • moving lines - 1:20:24
  • moving verts - 0:26:10
  • undo 0:45:00

Mostly Circle contract work - 9:19:00

Community work - 2:41:25

Delia Mute in Grave Grotto

Delia Mute

Another small grid roguelike. I think this one came out slightly better than my 7drl from this year. It is my first big project that I did for pico-8, and it took about a week to finish it off.

Play it here.

Chain Jam Season 2 - Episode 5


I just completed my episode of Chain Jam Season 2. You can grab download links at my itch site. Follow along as the episodes are released on the Dev Log. There should be a new episode once every three days for the next month and a half!

During this jam I tried out a bunch of different processes for getting hand drawn water colors into a 3d environment. I don’t think I figured out the perfect method yet, but I tried out about 5 different techniques. One of them almost got me to give up on the whole jam, but since there were people down the chain depending on me, I powered through.


During the dev process, I made a small unity tool for creating myst style node walking. You can grab the source or the unity asset package at the github site I made for the tool.

Touch Trackers

http://www.vividtracker.com/ http://nitrotracker.tobw.net/ http://www.warmplace.ru/soft/sunvox/ http://www.warmplace.ru/soft/pixitracker/ http://www.chocopoolp.com/index.php http://milkytracker.org/

Salvage Crew [7DRL]

Play Salvage Crew.

Salvage Crew

The original intent of this game was to be a version of xcom with no randomness to the combat encounters. I had also been planning to make something that was as interesting as nightmare cooperative (which I did for 7drl last year). I think that while it isn’t quite as good as that, it does hit a few interesting moments. My favorite bits of this game are the storyline, which is delivered in about 10 sentences, and all the great work that netgrind and Sal Farina & Austin Redwoood.

Additional thanks to Ian Snyder and Alan Hazelden for their feedback during the development process. I made some major changes to the to the game design that I probably wouldn’t have if it hadn’t been for them. My week on this game was largely down to wrestling with graphics and menus, and had about 2 days of solid game design in it even once I got all the graphic stuff sorted. I am starting to realize why ASCII art is one of the core tenants of roguelike design. Basically it means that you can add things as fast as you can think of them, and don’t have to worry much about what it looks like.

Some other games that I really enjoyed from this years 7drl: SEVEN CELL - Ian made this in about 6 hours, and it is amazing. Such a perfect random puzzler Dead Blinger - a great 1HP roguelike that has the classic elements as well. Read down for more about why ascii is great. Dumuzid - the design in this is so wobbly, but I love it. Garbage In / Garbage Out - a cross between roborally and glitch tank. Awesome.

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