Reflex 2020

Reflex – Dev Diary 60

October 24, 2021

Absolutely massive update this week and that’s excluding the building excitement over the launch of the Steam store page! As I get closer to the launch of Reflex I wanted to go through everything and just make sure things are looking their best. So this week I have been working through some pretty massive visual… [Read More]

Reflex – Dev Diary 59

October 17, 2021

Another step closer to the big Steam Early Access release has been taken this week. The Steam setup requires a vast amount of information to set up and configure and the admin side of things has 2 pretty large checklists on what has to be completed before the store page can go live and then… [Read More]

Reflex – Dev Diary 58 – Letting off Steam

October 10, 2021

This week I have been sorting out a few minor bugs that playtesting revealed. There are times when the playtester managed to create a loop on the levels so that they could keep an endless cycle of missiles going and then peel one of to hit a target. This method works well but it displayed… [Read More]

Reflex – Dev Diary 57 – Lights, Camera, Action

October 3, 2021

Creating an intro sequence gets complicated really fast. There are so many sprites involved and all the animation points for position, scale, opacity, etc. But it is finally done to a level that I pleased with. There might be a few additional tweaks to it later on but for now it is complete. The above… [Read More]

Reflex – Dev Diary 56

September 26, 2021

Development has been a bit slow over the last few weeks as I’ve been doing some real-life jobs around the house. But I am still actively working on the introduction sequence and I have completed 3 scenes out of about 5 (maybe 6). So I expect to complete that in the next week or so.… [Read More]

Reflex – Dev Diary 55

August 29, 2021

Complex positional nested for-next statements make my head hurt. But that’s what was needed to fully optimise the automatic generation of the shadow caster wall segments. Originally my approach for the shadow casters was to have the code scan through the wall tiles when the level is started and to create invisible objects to describe… [Read More]

Reflex – Dev Diary 54

August 22, 2021

As I continue to test every level and make sure that the lighting is correct on every level I discovered a performance issue with the later levels. Because these levels are so large the number of wall collision pieces is pretty high and this is causing a lot of overhead when the shadow casters are… [Read More]

Reflex – Dev Diary 53

August 14, 2021

The last two weeks have been rather busy with other non-development real life stuff so there hasn’t been a lot of progress. What I have been working on is fixing up a few bugs that were preventing my friend from play testing the game on my Android tablet. These were to do with the lighting… [Read More]

Reflex – Dev Diary 52

August 1, 2021

A shorter update his week as time was more limited for me. There was one thing I wanted to do for the game this week and that was the inclusion of a new objective item. At the end of each world (the last levels) the player will now be taking out a large computer server.… [Read More]

Reflex – Dev Diary 51

July 25, 2021

One of the challenges I wanted to focus on this week was to see if it would be possible to adjust the lighting engine so that it can work on Android devices. After several days of making tweaks and changes I have sadly realised that it’s just not going to work. Which is a big… [Read More]

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