Replays 2: Replay’s Revenge

Last week I said I needed a vacation, and I almost took one! Instead, I worked on something I find infinitely exciting — implementing a replay system in Bleed 2! This will be a continuation of the replays post I made a few months back. It will also be very wordy, sorry about that!   […]

Post-Exhibition and Burnout

So last week I exhibited Bleed 2 at Bit Bazaar as part of the Canadian Videogame Awards! They converted an entire hockey arena into a show floor (how Canadian) and it made for an impressive venue. I was a lot more prepared to exhibit this time, coming armed with merch, food/water, a better build and […]

The Making Of: The Box Art

Hey there! I’m exhibiting Bleed 2 at Bit Bazaar in Toronto this weekend, come by and say hi! I’ll also be selling a few items like stickers and posters of the box art, which I created this week: Since I’m busy showing the game and selling my wares, here is a light post on how […]

Miscellaneous Improvements

Next weekend I’ll be showing Bleed 2 at Bit Bazaar in Toronto — my second exhibition ever! I thought I’d spend the week making the game sexier and fixing some of the problems I noticed last time I exhibited. Most importantly, I changed the tutorials to be visual and animated. I noticed a lot of […]

Alpha!! (or, Everything Left To Do)

Oh, baby baby. I did it! The campaign is now at what I would call a legitimate alpha – everything playable from start to finish and in a highly acceptable state! After two and a half years of hard work, it feels amazing to finally reach this milestone. …however. There’s still a long road to […]

Dynamic Difficulty

Yeah boiiiii! One boss left to go and I’m pumped as hell – with any luck, I’ll finish it by the end of next week. In the meantime, here’s a little ditty about a controversial feature – dynamic difficulty! Basically, if you die a whole bunch, the game starts taking it easy on you, until […]

More Fun With Render Targets

Another week full of work, this time with a frustrating outcome – the work wasn’t very good. I’ve found that when exploring new ideas, you have to fail a bunch of times before you get something right – learning what doesn’t work helps you create what does. I’m making the second-last boss of the game […]

Arcade Mode Improvements

The final level is about halfway done! I put in a bunch of overtime this week (around 50 hours total?) so this post may be a little light. It’s about Arcade Mode, which is returning (obviously!) But I’ve got a few improvements and changes planned which I’ll discuss briefly here. Probably the biggest change will […]

Planning Bleed 2 (and Cutting Valentine Fights)

Progress continued this week! I’ve done some highly exact figuring, and there’s about 32 pieces of content (bosses, cutscenes, level segments, etc) that need to be produced for level seven. I’m done 11 of them so far, so we’ll say I’m a third of the way finished. Go team!   Ultra-Mild Spoiler Warning Here’s the […]

Cutscenes

I worked on the seventh level this week: touching up environment art, finalizing the tileset, bringing the first section to near-completion, and starting on the second. There’s a large amount left to do including some complicated set-pieces and all the bosses, but hey, it’s good progress so far. Meanwhile, let’s see how in-game cutscenes are […]