Balleg Devlog (November 2020)

Some miscellaneous room prototyping. I made some good progress on high-level design this month, but didn’t get much done that’s tangible or playable. I’m narrowing the project’s scope a bit to help stay focused. I’ve…

Bolero Devlog (October 2020)

Some no-art prototype structures: oscillating pillars with holes at their midpoints, which are constructed from multiple actors. Red regions are hazardous, blue regions are safe to touch. The white region is a hazard that can…

Bolero Devlog (September 2020)

Experimenting with a rolling state for the player’s shot. I spent the first part of this month working on sprite display features. Then I replaced a lot of hard-coded “opponent behavior” stuff (taking damage, what…

Bolero Devlog (August 2020)

Various test entities made from multiple actors. (Oops, no art makes them really difficult to parse from a freeze frame.) This month, I tried to wrap up some missing pieces that are important to prototyping…

Bolero Devlog (July 2020)

I put some time into getting caught up on maintenance tasks this month. They’re pretty boring to write about, so I’ll just be focusing on new things here. Besides that, the main addition this month…

Bolero Devlog (June 2020)

A small test world containing various graphical effects. (Video) This month, I added LÖVE SpriteBatches, additional blend modes, and a per-scene shader to the graphics module. Batched drawing of tilemap layers I’ve wanted to optimize…

Bolero Devlog (May 2020)

The overall theme of this month has been “fighting with rectangles,” but let me start by getting a few non-rectangle things out of the way: Non-Rectangle Stuff Opponent Improvements These pink guys have been in…

Bolero Devlog (April 2020)

Swimming WIP. Water Back in January, I implemented a half-hearted underwater state for the player. The reason for doing so was to experiment with conditionally inverting the player’s gravity, depending on if a shot has…

Bolero Devlog (March 2020)

Early work on a subterranean tunnel environment. I wore myself out with several interconnected changes to how maps and tiles work internally. Maps now have more features and fewer arbitrary hard-coded limits, which is great….