Tuesday, July 28, 2015


Having taken on a more active designing role on Spacejacked over the past several months seems to have taken its toll. Nowadays it feels like I'm in a constant state of worry about the quality of the game when we do finish it. What if people don't find the game fun? What if it doesn't sell? And if people don't like it, how would I answer to the team? Would I still have it in me to work on another project with the team? I feel responsible for people's enjoyment of the game.

Perhaps I'm over-thinking things; perhaps I'm just nervous because we are supposedly in the last major phase of development (putting the story mode together).

I'm glad I've found a way to cope, however. Working on short solo projects during the evenings is a hugely rewarding and liberating experience - I'm free to explore various ideas, and I'm not afraid to fail there.

Cutscene thingy

This is still in need of a few more touches (for one, the HQ screen could display a special notice during the transition).

The entire sequence as shown above is defined in xml, like so:


Friday, July 24, 2015

Cutscene stuff

Working on cutscene system on Spacejacked.
Keeping things as data-driven as possible (I think).
Soon there's be some proper structure to the story mode!

Also, here's a peek at the mini-game in Spacejacked!

Tuesday, July 21, 2015

Mini Update

I've resumed work on the cutscene system for Spacejacked, and has also done up a basic first level of a mini-game in Spacejacked. Will be posting up a gif soon.

Also, here's something I whipped up over the last few days.