Unfortunately, we had a delivery on the 28th, which took quite a while, leaving us with only 2 days to crunch and make the game the best it could be for MOJO. W...
This week we had to rush everything to get the game done. For that I started by finishing what I was doing: More levels, enemies in each level, time to decide a...
MoJo Participation On the 31st of May, MoJo took place, and every group got 30 minutes to present and discuss their game ideas and concepts. I thoroughly enjoye...
Continuing my work on effects, I updated the enemy UI to accurately display the number of turns remaining on any buff or debuff (on tooltip to keep things tidy)...
To cut this devlog short, this week I reworked the enemy AI to play more like a human. To do this, I wrote some behaviours that I excepted human players to have...
This week due to other deadlines I didn’t have much time to work on the game. Even so, I started working on creating new levels, with the defined enemies in e...
MoJo Preparation In this final week leading up to MoJo, the group’s focus was mainly developing the final game and preparing content to present during our slo...
This week's development was pretty slow on my part. I fixed some design problems regarding the combat UI and changed how the enemy UI system worked to enable on...