Latest news
Reflex – Dev Diary 64
November 21, 2021Not long now before Reflex hits Steam Early Access. This week continues efforts to test and test everything again to make sure the game is as stable as possible when it launches. There were a few minor Steam integration tweaks I had to make this week. This was an issue with save slot 3 not… [Read More]
Reflex – Dev Diary 63
November 14, 2021With last weeks Steam test resulting in cloud sync issues I wanted to solve it as quickly as possible and get a reasonably finished build off to Steam for the release review process. As I mentioned last time after I had tested my game on a second PC and returned to my development PC I… [Read More]
Reflex – Dev Diary 62
November 7, 2021Test and test again. This week continues the massive testing of every level of worlds 1, 2 and 3 to make sure everything is up to scratch for the Steam Early Access launch on December 1st. I uploaded the first YYC (native) compile of Reflex to the Steamworks Pipe to ensure that installation on a… [Read More]
Reflex – Dev Diary 61 – Timing
October 31, 2021This week my attention was to continue testing world 3 levels and checking that all the 3 star timings were actually doable. This is quite a painstaking challenge as it involves playing each level as accurately as possible to work out the most efficient time. I do allow a little extra time for the 3… [Read More]
Reflex – Dev Diary 60
October 24, 2021Absolutely 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, 2021Another 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, 2021This 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, 2021Creating 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, 2021Development 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, 2021Complex 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]