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Devlog
Bloodless
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Devlog
Release
June 05, 2022
by
argoms
Finally. Thanks to Matthew Clother for putting together this short trailer (the video is under his channel, click on it to see more)! This project was more intended as a series of technical experiment...
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The Not-Quite-Release Preview
March 27, 2022
by
argoms
1
Ah, yes, devlogs. Well anyway, the project's almost done, and here's a not-quite-trailer. Only showcases half of the bosses and isn't really edited. Most of the remaining stuff to do is visual cleanup...
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Update 16- So it's that kind of bi-monthly after all
May 01, 2021
by
argoms
1
To be fair, I got very little done for the past month due to recovering from vaccine side effects, so not much got done in April. Boss #2 finally has wings. It's always had wings in my old concept doo...
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Progress update- 2020 in review
February 15, 2021
by
argoms
1
I have now moved 5 times since starting this project, including once since the last devlog (overall including crossing the Atlantic twice). Let's see if I can keep a monthly update schedule from now o...
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Progress update: June (barely)
June 30, 2020
by
argoms
1
So, it's been quite a while since the last devpost, but things have been done. I'm not even going to bother saying anything about release date because we all know nobody has actually shipped a complet...
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First public release
March 26, 2020
by
argoms
1
Alright, finally got something publicly available, and it is super incomplete. Purely a basic mechanics test- none of the numbers have been remotely tuned (no, you're not going to have to hit the fir...
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Progress update (mid-March)
March 16, 2020
by
argoms
A July release still seems possible , but really, it'll be done when it's done. Honestly, I might be better off taking longer to finish it so I don't have to compete with (i.e. get drowned by) Elden R...
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Bits on bosses, and player mechanics
February 08, 2020
by
argoms
1
I was originally planning to have the entire barebones of the game done by the end of January, but looks like it's going to be mid-February instead. I'm going to start looking for a composer around th...
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Last year in review (AKA- Oh right, there's a devlog!)
January 10, 2020
by
argoms
1
I don't think the weekly update experiment really worked out. Going to be trying out something else this year, but more on that later. For now, let's see what's actually been done since the last time...
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Update 10
November 21, 2019
by
argoms
1
Should be back to weekly now. So, I ended up re-writing how the worm works to use bezier curves to more easily define smooth movement paths. This took a lot longer than I thought it would, and still...
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Update 9- What's October?
October 31, 2019
by
argoms
So, a lot of things happened. I got sick, then better; then really sick and on anbiotics, then better; then sick again. Fun times. Some work on chapter 2's boss animations. And the city. Second pictur...
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Update 8- Menu Stuff
September 26, 2019
by
argoms
1
In which I spend several hours figuring out why all the classes that deal with text in my project suddenly won't compile. If using TMPro works, but doesn't actually allow you to use the TextMeshPro cl...
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Update 7- small one
September 20, 2019
by
argoms
1
Not much this week, unfortunately. Anyway, I finally got around to actually blocking out the critical path of chapter 2's ruined city rather than building it as I go. Red is critical, blue is side-are...
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Update 6- worms pt. 2
September 12, 2019
by
argoms
1
So. The wormy boss now has a model. Had to fix quite a bit of code to get this all functional. Did you know that in the last devpost's worm, the underlying blocks that worm segments moved towards had...
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Update 5- um, worms
September 05, 2019
by
argoms
1
So, I got the basics of how I want the ch1 stonewyrm (centipede) boss to act. This took *way* longer than I expected it to. You know, this guy: Just the basic wormy-ness with infinitely scaling length...
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Update 4- It's been a while!
August 27, 2019
by
argoms
1
In my defense, I've moved three times in the past few months, and now I'm living in England for the foreseeable future. Remember when these things were meant to be weekly? Anyway. New stuff is in the...
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Update 3- No Longer Faceless
April 18, 2019
by
argoms
Lot of back-end stuff and experimenting with features, not much to show visually. Not quite nothing to show, though. So, we've got faces now. This actually also includes a facial animation system (tho...
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Update 2- Environment mockups
April 03, 2019
by
argoms
1
#art, #environment
Mostly spent time on making rough drafts of the game environments in blender, and throwing a mesh collider on them in unity. I'm not really putting any care into optimization or good mesh topology rig...
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Update 1- It's alive!
March 27, 2019
by
argoms
1
Going to try and make regular dev posts- aiming for weekly. Anyway, here's what the game looks like now: Obviously, there's screenshake now. The closer you are to the attacker, the more the screen sha...
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The Project so Far
March 06, 2019
by
argoms
Mostly an art/background info dump, first time using itch.io. The game is planned to be a boss rush with intermissions of environmental storytelling between fights, with gameplay approximating a cross...
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