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Atavism Dev Log 16 – Natural Elements

Update 16: May 16th – 30th

It’s been an unusually chill two weeks. My new living space has been treating me well, work has been easy-going, and dev time has been pretty productive. I’ve been planning a dnd game for my friends too, for which they recently made characters last weekend, and now I’m working on harder material so I can start running soon. In addition, I’ve been getting closer to finishing God of War and it’s really ramping up the tension, making a lot more emotional impact on me than I thought it would.

For dev-related things, the first week began with some bugfixing but was spent mostly on some interaction with the environment and experimentation with shaders, but the focus of the second was largely on learning the particle system and making a fire model and some effects.

I guess it’s time to get down to the details.

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Atavism Dev Log 15 – A Plague of bugs

Update 15: May 2nd – 15th

It feels like so long, yet so recent since the last time I typed one of these. Long because of all my semester finals, travelling, new living space, and new work schedule, but recent because I’ve accomplished barely anything since last time. In reality I’ve spent still nearly two-thirds of the usual time per week working on the game and I also can’t blame myself for not getting much done over finals, but the last two weeks have been extremely unfulfilling bugfix work that ended up generally much harder than they should have been.

Basically everything I set out to do was so hard that it took forever to fix (usually due to dumb mistakes, lack of familiarity, or obscure reasons) or so small that it’s not too notable anyways. Regardless, I shall list everything I did just to vent about it then formulate a plan for the next two weeks.

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Atavism Dev Log 14 – Parrying and a Demo Level


Update 14: April 18th – May 1st

It’s been a busy fortnight between semester finals and Atavism, but everything is coming out pretty well. My work was generally split into two parts; the first week of which was spent on making a level to show off the Tribesmen for my Gamedev club and the latter week of which was spent implementing some new features. I’ll be talking about these things, a bunch of smaller stuff that got done, and then, as always, about what I’m going to be aiming at doing for next update. Without further ado, let’s get down to it.