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Showing posts from March, 2025

In the wet-works

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  Ahoy all you salty sky-raiders! As the spring weather rolls in we are drenching ourselves in our work. Recovered from sickness and back on track we are pushing to get the first puzzle into your awaiting hands. My baby, Hydronautics (formerly bilge) is coming along and we are in the process of finishing it to be packed up and ready for deployment. Soon you`ll be able to get your hands wet with our first puzzle, which we’re aiming to follow up shortly with the others. Our initial work is vital to the process, so we`ve spent a lot of time making sure the backbones for the interface, game management, and effects will work across multiple games.  Before we plunge into the depths of the full release we`ll be putting out all the individual puzzle games to play, getting player feedback, trying some experiments, and fixing bugs. We will be releasing a more detailed dive into Hydronautics with a video shortly (once I finish editing it...again). But I`d like to take a little of your ti...

Something's in the air

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  There’s Something in the Air It’s germs.       We’ve both caught something this last week and have been lucky to scrape together two brain cells between us. B ut we’re coming out the other side, cleaning the house, and even knocking a few things off our game dev list between coughing and sneezing.      Just take a look at how much has changed in the game!                                              Before After      Yeah, all the things we completed were more ‘under-the-hood’ than visually significant. We’ve built up the sign-in system, embedded some basic analytics, started our save-game system, and added code comments!      Sometimes, it’s the little things.      Another thing that was supposed to happen over t...