Waystation Echo DevLog #5: Some bad video and animation updates

I tried using Open Broadcast Server to record a demo of how I am handling arm animations, and to show off a little bit of the look and feel (in alpha stage, of course) of Waystation Echo. https://www.youtube.com/watch?v=29tPZVDhl8U Some things to note in this devlog update: I am constantly learning new things in Blender. Since Continue reading →

Waystation Echo Devlog #4: Big Decisions, Being a Solo Dev, learning Blender, and Biting Off More than I Can Chew

Buckle up! This one's a big one. No more third-person TL;DR: Trying to do my own animations for a third-person game is ridiculous and one of the dumbest things I have ever done in game development.  An old Gamasutra article caught my eye this morning. In it, the author discusses the differences in player immersion Continue reading →

Waystation Echo Devlog #3: No really, Unreal

Waystation Echo was always going to be prototyped in Unity, but when it comes to actually building the game, I wanted to use Unreal. Now that the prototype is finished, I've grabbed a new copy of Unreal Engine and have been working this weekend on getting what I had in Unity up and running in Continue reading →

Waystation Echo Devlog #2: Environment cleanup

It's been a long while since I've posted anything about Waystation Echo, the third-person survival puzzle game I have been designing for about two years now. I started integrating ootii's Interactable Core with my custom door and charge handling scripts to see if I could save some time designing these puzzle doors. Ootii is incredibly Continue reading →