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Showing posts from May, 2025

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...