DevLog 220827

Enemies lose their aiming when you make a dash move, but heavy sentry guns don’t. It would be best if you dashed without a stop when you were in front of them. I’m placing enemies and fixing many bugs.

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Devlog 220820: The main route and gizmos

[WIP] The main route and gizmos ended. There is no decor yet, and The flowers I used for a rush at the hall became cabbages, but I’ll fix it while polishing. The next step is adding enemies.

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Devlog 220806

The skill for ending the first level and the first boss character wrapped up. The 6th floor is the next.
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Devlog 220730

An additional level design for the parking lot is on round-off. The first big enemy fight is ongoing. I’ll use the following week for decoration.
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Devlog 220716

I’m working on making more gizmos, paths, and spaces. It might be the happiest and hardest time in my life. In 2074, the virtual space became the real world of AI, and the real world became the unconsciousness of AI.
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Devlog 220709

An institute in Sankt Gallen helps ‘Irregular,’ where Kay has training for the programmable suit with the principal’s instruction. Making a tutorial consumes a tremendous amount of time, and pour out spaghetti, as always.
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Devlog 220702

It’s usual to see snowy summer in Seoul, 2074. The population cliff by the single lifestyle, low birth rate, pandemic disease, and climate change made Seoul a ghost town managed by AI.
I’m rebuilding more than half of the first stage with new lighting, optimizations & refactoring, applying a perk system, and adding new spaces.
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Devlog 220625

Perk enables you to use skills like wall run. You have to install a perk block into the grid, which can be expanded with Imago points you can earn by beating enemies.
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Devlog 220618

You can run on a wall and dodge damage shortly. Also, you can make a power attack from the wall. The perk system through Kay’s smartwatch is still on work in progress. I’m thinking of applying this modified character to the demo version with renewed stage.
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