Progress for the sake of it
Working on artwork and music is a double-edged sword. Unlike programming which is rather binary in accomplishment (it works/it doesn’t work), art and music is a […]
Working on artwork and music is a double-edged sword. Unlike programming which is rather binary in accomplishment (it works/it doesn’t work), art and music is a […]
I know this is probably the part of the game most people dropping by here will care the least about, but the hardcore fandom of RPGs […]
The story behind the story of Shadowdawn Genesis has been a serendipitous one. As many of this journal’s followers may know, the original project Shadowdawn had a […]
Arashi’s design has been undergoing many minute changes both in this project, Shadowdawn Genesis, and the future project Shadowdawn. I was waiting until I was […]
Today was mostly a polish and debugging day, so nothing major to report (yet). However the newest addition to the engine is damage types, which […]
This is it, the big one. I finally added the functionality that allows Arashi to use one item on another item. This was a multi-tiered […]