First post of 2019!

It’s been a fantastic 2018 filled with new developments and a bunch of learning on my part. I’ve got some great plans for this year, the dialogue and cutscene managers have been instantiated and are slowly being filled out as these are being written from scratch just so I can get the effects that I want.

The above gif is of course something I’ve already posted on twitter. A lot of this is a work on progress and requires some special effects to get certain points across. For example; Carter’s eyes and background transition between colors as she talks if you switch equipment elements.

There are some lore reasons behind this aspect to her, more will be revealed later.

The temperature model is constantly being looked at to ensure that the environmental temperature system is playable for lower end systems(It’s a pixel game, there’s no reason as to why it wouldn’t be playable on a lower end system). Speaking of which.

The game is running almost flawlessly on a cheaper business laptop (around 80ish FPS currently just due to the excessive physics calls that I need to optimize, will try to get more frames out as I review some of the ray casting, etc.) that I bought from staples making it more accessible to people with lower end systems.

August WIP

A lot of things in the works and a few new happenings this month.

Last weekend I was able to attend the Alberta Game Jam featuring developers from Calgary, Lethbridge, and Edmonton in Alberta and was able to crank out a quick concept by myself along with some help with sound effects by Kyle Daly.

It’s a dungeon delver featuring a quick delve mechanic after a level clear and a steady hand mechanic for sword play. You can grab the game at.

Now to get back on topic. Some new adjustments to current mechanics. I was on my Quake/UT hit and borrowed some inspiration from these games as shown below.

Similar to the bomb jumping from Metroid except with a bit more punch.

Odal is still being worked on, this is the swordsman boss soon to be “The Honored Flame Swordman” once the additional mechanics get implemented.

Odal is a re-occuring boss that you’ll face as you progress through the game. Although a bit complex, I thought this would be the best opportunity to expose the player to their first temperature based boss battle. As the area is naturally Cold, it would make sense for a heat based boss to be showcased first as the Heat would naturally be easier to deal with in a cold environment. More details soon.

I’m aiming for the end of September for a fully playable demo for everyone. I’ll see you guys then!

Controller Support, quick melee coming soon.

Slowly but surely the game is being developed. I’ve had to review some of the AI behavior to take in node addresses so things don’t just blindly move into walls, this will result in more cleaner patrolling and the ability for AI to tell other allies where the player was last seen, where to patrol and how to move towards certain key points opening up some more diverse features for AI behavior.

Some changes to Carters toolset have been done, namely the orb shield is now a full circle around carter on top of being able to “quick parry”, akin to hack and slash games.

You can check out a small gif of Parry in Organism8 here:

It works a little different in our game.

1. Any type of parry will knockback melee targets to create room.
2. Aim to deflect missiles towards where you are aiming
3. Do not aim to deflect missiles directly back at the target who shot the missile
4. Parry also creates a ring that expands, destroying projectiles around Carter to ensure the player does not get gibbed by follow-ups.

There are augments for parry and there are augments for steady blocking so the player can have a reason to do either or, for example:

1. Parry to gain health regen for a limited time through an augment called “Breathing Room”.
2. Steady block against attacks to gain attack power bonuses through an augment called “Revenge”.
3. Parry for increased reflection damage through an augment called “Reroute Counter”.
4. Steady block against attacks to gain energy through an augment called “Kinetic Transform”

and many more.

The orb shield has its own stamina meter which needs to be managed.

Controller support is slowly taking form. Although unity does a good job with deadzones, some additional internal mechanics need to be performed so that the controller method feels native like the keyboard method.


The rework for the beam sword went by much faster than originally planned, thanks to the recreation of the player sprite into pieces that are linked together by joints which means animation is merely a couple degree entries away. Melee swings are slotted, this allows for things like shortcuts, moving swings around in a modular format, or just adding new ones to the current arsenal without changing too much. If I wanted to add any more topical features to the game like kicking or fisticuffs, the workload would be minor.

With the advances to controller support, we’ll be moving beamsword into its own category (right now its the close shot setting for laser), which means laser close shot will be getting a new toy, and we’ll be expanding melee as a full feature of the game.