Posts

Resting World: Building a Time-Split, Rogue-Lite With Scared (But Brave) Heroes

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This week our dungeon-crawler transformed from a cool prototype into a living world with purpose. We locked the core loop—top-down, mobile-friendly runs launched from a cozy Resting World hub—where terrified, summoned NPCs gather, calm down, and gear up. On the gameplay side, we stood up the AI agency stack (Suggestion → Accept/Decline → potential Revolt), fear/nerves hooks, and clean combat scaffolding (underwater penalties, solo-kill detection, mastery triggers). Navigation and puzzles are in—with laser traps, pressure pads, guarded doors, off-mesh links—and we’re shipping to Unity 2022.3.37f1 with tidy prefabs, scenes, and style-compliant code. The world and story finally clicked: a time-shattered campaign across past/present/future slices of plains, castles, mansions, drowned cities, skybridges, foundries, and ancient forests. Every 10 floors caps an arc boss (Dragonid warlords, assassins, leviathans, wights, storm matriarchs, iron tyrants, eidolon weavers, abyssal heralds) on the ...

Taking a Breather and Shifting Focus to AI Game Project

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After a nonstop sprint with Crimson Sea , I’ve decided to take a short break from pirate adventures and shift my focus back to finishing up my AI game project. Sometimes stepping away from one project helps recharge and bring a fresh perspective, and this was the perfect time to give my attention to something that’s been waiting in the wings. The AI project has its own set of challenges, but it’s been rewarding to return to it and make progress with a clear head. I’ve been tightening up enemy pathfinding, adjusting decision-making logic, and ensuring that the AI behaves more intelligently in complex environments. It’s a refreshing change of pace and a great chance to polish up systems I had shelved during the heavier parts of Crimson Sea development. This break is not just about resting—it’s about refocusing. Once the AI game project is wrapped up, I’ll be diving back into Crimson Sea with renewed energy and fresh ideas. Until then, I’m excited to keep pushing forward on this final...

Bug Fixes, New Enemies, and Playtest Prep for Create the Spark

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  This week in Crimson Sea was all about tightening things up and adding more life to the world. I spent a good amount of time tracking down and fixing a variety of bugs across the game—everything from broken animations to weird behavior in enemy interactions. Squashing these bugs helped smooth out gameplay and make sure everything felt more stable and polished overall. Alongside the bug fixing, I also added new enemies into the game, including dwarfs and orcs. These new additions bring more variety and challenge to encounters, making combat feel fresher and more dynamic. Each enemy type has its own personality and behavior, and they’ve helped flesh out the world of Crimson Sea even more. With the bugs addressed and the new enemies integrated, the game is now in a solid state for public playtesting at the Create the Spark event. We’re excited to get it in players’ hands, gather feedback, and see how all the recent changes hold up in action. It’s been a packed week, but a rewar...

Crew Integration, Player Fixes, and Mutiny Mechanics in Crimson Sea

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 This week in Crimson Sea , we’ve made some exciting progress by integrating the ship’s crew into the game. Getting the crew up and running added a new layer of life to the ship, making it feel more like a functioning team rather than just a backdrop to the player’s journey. As part of this process, I also had to make adjustments to the player systems to ensure they work seamlessly with the new crew logic—fixing interactions, navigation, and role assignments that were affected by the update. In parallel with crew integration, I’ve also begun implementing the mutiny system. This new mechanic introduces consequences for how the player manages their crew. If morale drops too low or the player makes poor decisions, the crew can start to turn against them. It’s still early in development, but it’s already adding depth to the gameplay and giving the player something new to think about while navigating the challenges of life at sea. With these systems coming together, Crimson Sea is st...

Sound, Fixes, and Final Checks in Crimson Sea

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 This week, I’ve started adding sound to Crimson Sea , and it’s already bringing a whole new level of immersion to the game. From ocean waves to cannon blasts, the audio is starting to give life and atmosphere to everything we’ve built so far. It's a big step toward making the world feel complete, and I’m excited to keep layering in effects that match the action, environments, and intensity of naval battles. While adding sound, I also tackled some new bugs that popped up in the naval combat system. These included a few targeting issues and behavior quirks with the enemy ships. After some debugging and tweaking, I was able to get things working more reliably. As always, fixing one thing sometimes reveals another, so I’ve been keeping a close eye on everything to make sure the core combat remains solid and fun. To wrap things up, I did a general review of the project—checking systems, running tests, and making sure everything still runs as expected after the latest changes. It'...

Solving the Weapon Slot Manager & Prefab Mismatch Bug in Unity

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This week in development, I focused on refining our weapon system, particularly through the WeaponSlotManager and WeaponItem configurations. My goal was to allow players to equip and unequip weapons dynamically, including drawing swords from their hip. To do this, I built out ScriptableObjects for weapons that included metadata like attack animations, stamina costs, and most importantly, the modelPrefab — which represents the 3D model that appears in the player’s hand or on their hip. Everything was wired up in the UI and code, but something was still off. While testing, I encountered a frustrating Unity bug: dragging our weapon model into the modelPrefab slot resulted in a “type mismatch” error. The cause wasn’t immediately clear, but it turned out I was trying to assign a mesh from the scene hierarchy rather than a proper prefab from the project folder. Unity only allows prefab GameObject assets to be assigned in ScriptableObjects like WeaponItem . To fix this, I unpacked the mo...

From Chaos to Feedback: A Wild Ride Preparing Crimson Sea for MGC

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  What a week it’s been for Crimson Sea ! We had our vertical slice ready and polished just in time for MGC—everything was working beautifully, from ship controls and dungeon encounters to underwater exploration. But of course, in true game dev fashion, things got wild when I decided to implement the mutiny system and ship battling features just before the event. Let’s just say… the game didn’t take it well. Trying to squeeze those systems in last-minute ended up breaking major parts of the game. Features that were working perfectly started glitching out, and I had to scramble to fix it all on the day of MGC. It was a hectic few hours of debugging and reworking logic, but thankfully, I was able to stabilize the build just in time for people to test it at the event. Once everything was running again, I had several players try out the vertical slice. Their feedback was super helpful—some small bugs popped up that I hadn’t caught before, and I was able to patch them quickly. Despite...