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Devlog
A crane to pick up enemies!
December 30, 2022
by
drhayes
It’s now possible to pick up and drop enemies using a grabby crane! I’m not sure how I like how the code is structured underneath, it feels messier than it should be down there. It feels like inte...
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No longer using state to pass messages
June 19, 2022
by
drhayes
#events, #deep-dive
v.0.15.0: Message passing in GameObject . i18n is working. Badges! Hacking service works more automatically, less code in the Components. When the player stomps on a switch or a goblin, or a goblin bo...
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Hacking bots works
February 19, 2022
by
drhayes
If a bot is hackable you can hop into it after it is stunned via a portal. Once there, you can steal valuable data or keys to get into places you’re not supposed to. Still working on the UX around i...
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Weird map bug and bad initial animation
February 07, 2022
by
drhayes
Even though it never showed up locally, I was testing my game at a friend’s house and noticed a couple of things: One of the levels just didn’t show up for some reason? The push button animation s...
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Double-jump!
February 06, 2022
by
drhayes
What’s this! There’s finally something in that room behind the first (only) puzzle! AND IT’S A DOUBLE-JUMP POWERUP! I’m also playing with particles a bit here and there, still trying to figure...
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Built from feedback: push buttons!
February 05, 2022
by
drhayes
I got some feedback from a couple of alpha players that the lever switches are too hard to see and they didn’t know how to interact with them. It makes sense, the game (basically) has one verb right...
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A couple more levels, two more puzzles
February 02, 2022
by
drhayes
It’s fun to start stringing this stuff together finally. I have no idea if any of this is actually fun. I think it’s time to start adding checkpointing or it’s going to get really annoying to te...
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Possession mechanics!
January 29, 2022
by
drhayes
This version sees one of the core features of the game land: possession! There will be opportunities for the player to possess enemies and machines in the game at a distance to make them do things. Ea...
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Goblins can wear helmets
January 26, 2022
by
drhayes
The red goblin enemies can now wear helmets. Helmets prevent them from getting bonked by crates. This is good for goblins because they hate getting bonked by crates...
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A bit of particle work
January 25, 2022
by
drhayes
Dust kicks up when you jump or land. Cinders fly off when the player explodes. I think they add a nice touch...
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Fixed state bug and collision bug
January 24, 2022
by
drhayes
My favorite alpha tester found a bug in how I was keeping player state. Basically, if you made a new game, did some stuff, then made a new game, your state from the last time persisted over. Whoops. W...
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Mouse support on the menus
January 19, 2022
by
drhayes
Based on user feedback, it’s now possible to use the mouse on the menus in the game. It should make it easier to configure the controls at the start as well as fix any issues with control mapping th...
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Now building for OSX!
January 19, 2022
by
drhayes
The icon is incorrect and it’s not signed for distribution or anything, but it runs at all, which was the goal. I’m gathering feedback from some folks and plan on polishing up the main menu a bit...
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A title screen and key customization
January 12, 2022
by
drhayes
One piece of feedback I got recently was for rebindable keys. I’d been meaning to make a main menu anyway, so I rolled all that in together. I don’t anticipate a lot of changes to the key map, so...
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AppImage is now building
January 09, 2022
by
drhayes
It’s not a great AppImage, but it’s mine. At least my friends on Linux don’t have to download a love package to run the game anymore...
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First puzzle
January 09, 2022
by
drhayes
Look, it’s a puzzle! Kind of like what might appear in the game in the future! There’s more I want to do but if this base loop doesn’t work then the game isn’t going to work so great...
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It is now possible to quit the game
January 05, 2022
by
drhayes
You had to force quit it before, heh. In-game, press ESC to get the pause menu, arrows to switch between buttons, space to click’em. Also fixed thing with the player dispenser that was annoying me...
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New direction!
January 03, 2022
by
drhayes
1
Okay! The previous version of this game was like a gamedev bingo card: it was a roguelike stealth platformer with procedural generation, crafting, base-building, devious enemy AI , missions, boss figh...
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Of course it's a stealth game...
June 03, 2020
by
drhayes
This release emphasizes hidden areas. Since *of course* this is a stealth game it makes sense that areas in the generated map are initially hidden from view until the player stumbles into them somehow...
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Better procedural generation, more variety
April 10, 2020
by
drhayes
#procgen, #proceduralgeneration
I've been working on tightening the procedural generation of the game. There were cases where the procgen could fail to generate maps before and, eventually, give up. There were generation errors wher...
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More tilemap chunks, better line-of-sight AI
March 06, 2020
by
drhayes
It seems I'm moving into more of a content phase with the game now, trying to actually add biomes and chunks to make the procedural generation make levels that actually look nice. This release include...
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Working on the automapper
March 02, 2020
by
drhayes
#graphics, #automapper, #tilemap
I've been spending a lot of time getting the automapper in tip-top shape for my big content push -- trying to iron out bugs in when rules match (which is how it decides what image to place per tile ba...
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Crafting update v0.0.23: visible inventory values!
February 18, 2020
by
drhayes
I just finished the top feedback item from launch -- you can now see what your current inventory is on the arsenal's crafting screen, so you can tell that you *still* can't afford that Mine Shot. Bumm...
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Feedback heard!
February 10, 2020
by
drhayes
#performance
I got lots of feedback from my test release and made some changes: Most importantly, I made some optimizations around my physics handling to improve memory performance. Turns out I had some hot paths...
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Pre-alpha open!
February 08, 2020
by
drhayes
#launch, #gemini-rising
I'm finally launching the game I've been working on for a while into the public. I'm hoping to solicit feedback and keep the development fairly open. Since I'm a hobbyist doing this in my spare time I...
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