• DEVLOG #35

    DEVLOG #35

    February 18, 2024 I started off this week by working on the logic gate puzzle. The main problem I was dealing with was the fact that there were a lot of ways to solve the puzzle, usually approaching around 10% of possible solutions. This number was around 25-50% typically before I added some code which…

  • DEVLOG #34

    DEVLOG #34

    February 11, 2024 I started this week off with a bang by fixing the chemical puzzle (har har). After a bit of playtesting, I determined that the logic behind the game was far too opaque, making it too difficult to make an informed, logical conclusion from the information. So I changed up the game logic…

  • DEVLOG #33

    DEVLOG #33

    February 4, 2024 This week I started off with a bit of a rework on the puzzle I was doing last week. I implemented most of the things I was talking about, like the interactable buttons rather than the pressure plates, making the puzzle easier, and so on, but I still was not completely happy…

  • DEVLOG #32

    DEVLOG #32

    January 28, 2024 I started this week by finalizing the design of the towers, for now. Towers have a staircase that wraps around two of their sides. Maybe it’s not the most interesting thing, but I realized there were some inefficiencies in the pathfinding algorithm, leading to path generation times of about 80 milliseconds at the…

  • DEVLOG #31

    DEVLOG #31

    January 21, 2024 Sorry for the missed week last week. I was very ill and not in any state to work or even type out a devlog. However I have recovered fully and will resume pushing out weekly devlog once again. This couple of weeks was spent working on the mad scientist towers, particularly implementing…

  • DEVLOG #30

    DEVLOG #30

    January 7, 2024 After pushing update 0.0.30a, I immediately started working on 0.1: Towers and Temples. Therefore I had a decision: towers or temples? I decided to choose towers because I felt more inspired to do them. My concept for a mad scientist tower from the start was to have a puzzle based dungeon. But…

  • DEVLOG #29

    DEVLOG #29

    December 31, 2023 Finally, I’ve made some good progress towards the “Towers and Temples” update. After putting out the majority of the fires from the initial release, things are getting good to go, and getting back in the swing of adding content. I decided this week to implement an unusual mechanic. This new mechanic allows…

  • DEVLOG #28

    DEVLOG #28

    December 24, 2023 It’s Christmas Eve, and I’ve again been really busy this week. However, I have the rest of the week off so expect some good things coming soon. I was working in the overworld a bit so naturally I discovered some bugs. The first was from how the targeting system searches for mobs…

  • DEVLOG #27

    DEVLOG #27

    December 17, 2023 It’s been a bit of a lighter week for me because I’ve had a lot of stuff going on, particularly additional choir practices and working on an update to another game. However, I was still able to push out some stuff. Customizable controls were added this week. Please, tell me if the…

  • DEVLOG #26

    DEVLOG #26

    December 10, 2023 The release seems to have gone pretty well, so now the real work begins: actually bringing the game to life. Thanks to everyone who has bought the game so far. The first order of business this week was to fix the resolution problems people in the discussions have noticed. That reminds me,…

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