Devlog
If you want to know where the projects stand for real, it's here: what I build, what I break, where I changed my mind.
Your ship finally looks like something
Every part you equip finally shows up on the silhouette. Nine chassis drawn, 15 part shapes. And ten Supports that no longer move the same way.
Grésil, an idle game where the only thing to look at is your money
Fourth thing on the bench: the falling cubes are your currency, so spending empties the screen. Months of commits, nothing to show, a flashing limit that never turns off.
Ten mobs, ten behaviours
Five of the ten Shooters shared the same movement and the same weapon. A status on the HUD was all that told them apart. That wasn't enough.
The Furtif is playable
The ninth class makes it into a build, the extraction portal changes its rule. A missing shader was painting my effects flat without me seeing it.
For ten days the game was not drawing what I had written
A shader missing from the build, a perf number that did not exist, an optimisation I removed. Nine days of measuring and what it changes on screen.
The leaderboard is live and I nearly shipped it broken
A weekly challenge with a leaderboard, hangar music, ships whose size is finally the price you pay. Plus three things I found while publishing.
A class that charges from afar and hits up close, well, on paper
The Furtif is finished on paper: nine mobs, a hull, an approach charge. Then I ran the bot to check and it told me a different story.
KapyGames has a site now
Everything I build was scattered across five platforms. Now there's one address. With pages that also say what's wrong.