Category Archives: Uncategorized


Still working on the game. Not much has changed recently though. Have been working on ways to tile dirt to make it look good and still be functional. I fret over these sorts of aspects endlessly.


I have based the main game play on interaction between four elements, fire, water, earth and air. I know this is horribly uninspired but I have found out why it is used so much. It is the perfect concept. I have gone through countless iterations of pretty much everything, and they all boil down to these sorts of ideas.

They story concept for the game has gone through countless iterations as well. The main aspects have stuck though, life and death.


I work in a very strangled ebb and flow manner. I will not leave something until it is right. So I will spend weeks on inconsequential details. Once I crack that egg, I ride the wave through a rapid development stage until I find the next issue for me to lose sleep over.


As a side note. I don’t know if I should post more personal ideas/observations/interests here beside video games in fear of scaring away those with different views from mine. However I also feel like I need an outlet, somewhere I can attempt to cough some of these things up. I will consider not canceling the next opinionated post.



Today has been a windy and wild day. I used to love this kind of weather, however it is generally far more violent where I live now that it is somewhat disconcerting.  But today has been pleasant.

I have been working on my game more regularly in the last few days. First main improvement was done to the players movement in water. In most platform and fps games, water represents low gravity,  with the player sinking constantly, tapping jump to stay at the surface. This is quite easy to achieve, especially with Constructs platform movement. But for some reason I wanted to turn everything on its head and use buoyancy. I wanted the feeling of velocity as you jump from a high place and spear under the water, then float to the surface.  I believe I have achieved this feeling quite well. All that is left to complete the impression is a bunch of effects, custom particles to really sell it.

Secondly I got stuck into the Hud/Menus. I had the menus working but I have grown dissatisfied with their blandness. So I have been working steadily all afternoon trying to sort out a good method to achieve what I wanted out of it.  When it was all working correctly I added them into the game, so now the player has control over restarting and quitting from a visual menu.  Added in falling to your death, connected that with the hud so you know how much damage a fall has done.

All in all I am pleased with these steps. It is quite impressive the amount of work that goes into making a smooth experience. And it isn’t until you actually put all these pieces together, next to each other that you realise where all the holes and starts are happening. I am a believer in consistency, all the menus control the same, look the same, and I need to sort out some transitions between the menus to resemble the transitions I have between levels.

And as an aside, anyone that works on big projects, shares anything online etc, you need to get a dropbox. I upload my entire project folder regularly,  so if anything untoward should happen to my pc my work will be safe.  Keep your work safe.

Antonym – a word opposite in meaning to another.

I have found in the past few years that changing from one style of art, to another, requires quite a substantial mental shift. Also going from a non productive state to one of focus takes a lot of work. But it does get easier the more you work on it. I have been getting back into pixel art for my game, finally taking a step in the right direction and it has been very difficult. I have doodled a few props here and there while I worked on the main game play, but nothing significant at all. Initially I could barely look at the canvas. Now after a few weeks of periodically approaching the art, I am starting to transition to the focused state quicker and am able to keep working for longer periods of time.

And there are changes in my work flow, unexpected changes. Each time a project grows I learn a better way to approach it. Perhaps this is where it has come from. I like to make good looking games, I work on tiles endlessly, until they work from every angle, transition perfectly, have no particular prominent features or highlights that degrade functional tiling.  And this is where I would leave things in the past.  But currently I am building art around scenes. I build a prefab scene that I decorate and elaborate on, always with tiling functionality in mind, but seeing it as a whole, incorporating more unique features. And then creating my tiles from that, meaning I have a nicely built scene plus functional art I can reuse and elaborate on for other structures. That is the great thing about tiles. It could take me a week(…or a month) to create one little set of tiles, but they can be cropped and changed, flipped and edited easily and quickly to form entirely new art, that can be used in entirely new ways.


First look.

Here is my game, at least a fragment of it. (It is W.I.P. things need to be fixed, things need to be added.)

So I finally started making levels yesterday. It is a pretty major step. I have restarted this project four of five times over. Each time things go a little more smoothly, each time I get a few steps deeper into the process, and I learn. Then i remake it all, better and cleaner than before, and I get a few steps further. I am a few steps further than I have been before.

Overall I am excited.

Here is a list of a few systems/effects etc that I will go over in subsequent posts, How I have done these things, and the general concepts behind my decisions.-*Rain *Fire *Saving/Loading *Movement *Triggers *Camera


Ok, so I guess i should really post about why I am not posting. I really want this blog to be a tool for my game development. But then again I want to keep my project to myself until I am far enough along to really be sure i have it in the bag. Especially as things are still changing within the game. Mainly to do with the story/theme.  For example i have created a functional ‘conversation’ system, can be set up for an announcement, a monologue, or a two person conversation. Ultimately not very different things but the system works. Then I decide last night that there won’t be other characters as such, that it would be a lonely reflective adventure, which makes my system ultimately redundant.

There are only a few things left to really work on. I need to remake the swimming system, it bugs out a bit now that my game isn’t running an unlimited frame rate( there is quite a difference between 2000fps and 60fps) Considering a quick save system, Construct has an internal quicksave/load system, but because I use the physics behaviour i need to manually save and set some objects positions. A few more traps to build, I really want to have a wide range of traps, and a wide range of visual cues for them. Only have cogs so far!

Hopefully I can make some progress so I can feel comfortable showing what I have been up to for so long.

Second coming

I don’t really know what i am doing here. I don’t know what is worth posting about, how regularly i should be posting if something is worthy, and weather or not i should be posting while i have nothing to accompany my post.  Because that is where the idea came about for this ‘blog’. I want to give. I have a few old game tile sets that aren’t great, but are entirely functional that may be of use to someone.  Occasionally i will run up wall papers.  Perhaps i will throw in tutorials that i have found useful. Perhaps i can run up some tutorials of my own, if when i am posting about my current projects something stands out. Right now things are still up in the air. I want to do every part of this right, just like everything else i bother to focus on, and i don’t know if i can juggle all of that.

I have one more day of work to get through before my weekend of sorts. Hope it stops raining long enough for me to do some washing.

First Entry.

The first entry is the general mission statement. I am an indie game developer. I have been developing two dimensional video games for somewhere around eight years now, and have released two games. Which is clearly not a great work to release ratio.  So i want a place where i can post all the great stuff that gets canned. Mainly the art. I want a place where i can post music, paintings, pixel art, design, wallpapers and tutorials. And i want a place where i can discuss everything else, because at times i can be an opinionated chap.

Oh, does anyone know where i have to go to change that “Just another site” rubbish at the top of my page? WWCF stands for World Wide Crime Fighters, just a personal joke, but one which i would also like to change if at all possible.