Semi Core

It’s been a while since I showed a boss, so let’s do that! Here’s a new Rival machine: the Semi Core! You can actually see him in there! I try to show him inside the Cores whenever I can in Bleed 2. It makes it clear he’s piloting them, plus he gets some more character! […]

Steam!!

A lot of this week was spent getting Bleed 2 hooked into the Steam API. I can’t really show the behind-the-scenes of how this works, since I’m pretty sure it’s against the Steam contract, but hey! Look at the results! Maybe not much for you to get excited about, but it pumps me up seeing […]

Menus

Back to work on Bleed 2 this week! I picked the menu system off my list of things to do. Menu systems might not be thrilling to code (or to read about!) but it’s just one of those things you gotta do if you want a finished game. There’s a surprising amount to consider, depending […]

Happy New Years!!

Happy new years to all! The bi-annual charity speedrunning marathon Awesome Games Done Quick is on this week! I’d strongly encourage anyone reading this to check it out — it’s a week of the world’s best players beating games in record time (and sometimes even racing each other head-to-head!) all in the name of raising […]

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 […]

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 […]