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Showing posts from June, 2016

End of June update

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Today I fixed two fairly serious issues. First, and worst, was that levels weren't emptied from memory once completed. What that means is, if you loaded up the same mission after competition everyone would still be dead. I've implemented a check when you load a level that forces a level to "purge" itself before you play, making sure everything's back to it's starting position and.. un-dead.  Also, I've fixed a bug where player health didn't carry between floors. On death, it'd go back to full on reset. Now it remembers the amount of health between floors. Here are a few shots from some levels I've been working on; I also corrected some anatomy problems with the character rigs, so they should now be more realistic in shape (and hopefully now, in animation too!)  - Rob

Downfall and Me

I recently left my 9-5. I'd hit breaking point. What I was stuck doing was both physically and emotionally draining, leaving me with little spare time and ever less energy in those moments. As a result, even facet of my artistic expression suffered. I stopped doing art in my spare time, and the game really suffered alongside that. I'm not going to make excuses about anything, all I'm going to say is that from here on in, I'm going to try and bring the blog back up to speed. It'll take time, and I've missed a fairly significant chunk, but something is better than nothing. Anyway, for anyone that was actually following this blog; if you're still there, bear with me please. New content hopefully to follow this week. - Rob