JRPG

Animation final draft

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 […]

Damage Types

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 […]

Fun with physics

Since today’s update doesn’t have anything new visually (well it’s more something you have to see in action since the character animation isn’t in place […]

Options

Menus are a necessary evil on a console-based game.  I’m sure there’s a way to avoid using them entirely if this project was entirely PC-based, […]