FDO Devlog #4 – Movement & Commands

Another devlog means more progress with Force Defender Operations (FDO). Most of my time since the last post was spent working on more movement stuff. This time, however, I worked on how the player will be moving their character. If I haven’t mentioned it already, FDO is inspired by Rockman EXE 4.5, a Mega Man […]

Getting Back to Myself

I honestly don’t know what I am trying to say so please bare with me. This is my fifth time writing this post. Talking about these kinds of things can be hard and with this post I’d hope to normalize it. Mental health is important and shouldn’t be something you overlook like I have for […]

FDO Devlog #3 – Raycast Woes

Before I begin I want to mention that I will no longer be doing 21 Days of VGM or Inktober (or whatever the pixel art version of it is). I’ve decided that I need to focus on my game design and development. I’ve even removed the requirement that I have to do this every two […]

FDO Devlog #2

Been working on getting the movement figured out for the actors. I basically did some research and broke down the way enemies move in Mega Man Battle Network. After I got my notes together I distilled the movement patterns into three basic commands I could give my actors. For example, I can give my actors […]

FDO Devlog #1

Welcome to the first Devtober post of the month. This month I’ll be posting about the progress I am making on my new project, Force Defender Operation. These post won’t be as long as my usual stuff, but a just quick overview of what I’ve done over the last few days. Force Defender Operation is […]

October Triple Threat!

October is finally upon us and it’s time to get to work. If you’ve been keeping up you probably know about what’s going down this month. I’ll be doing the 21 Days of VGM Challenge in an effort to further improve my composition skills. Along with that, I will also be alternating between Inktober, where […]

Introducing Scrippler

Now that LRGBIC is behind us what’s next for Asentrix Studios? What’s next is all the stuff planned for October! In October we’ll be doing Inktober and Devtober and that’s not all. It seems 21 Days of VGM challenge has come back and we are taking up the challenge once more. October is gonna be […]

LRGBIC Devlog #9 – Finishing Touches

This has been quite the month hasn’t it? At the very beginning I was just following Fornclake’s Zelda Godot tutorials which lead me to releasing the prologue just two weeks ago. Now we are at the beginning of September closing in on the Silver Rule’s release. It’s been quite the journey doing these two jams […]

LRGBIC Devlog #8 – The Fuego Fuegi

On the last devlog we went over the dungeon that Ace will have to conquer to get the Silver Rule. If you remember, I started that off by mentioning some of the improvements I’ve made to the game. I mentioned the revamped magic, the reworked enemies, and the new enemy. That new enemy is excatly […]

LRGBIC Devlog #7 – Puzzles and Traps. Oh My!

How’s it going, everyone? We are fast at work on the second phase of LRGBIC and on the last devlog, we went over the feedback I received for the first phase. It seems Ace has received some additional training from Silus and his magic skills have been upgraded. He will need them too because the […]