💟 I can see my life… or, what’s left of it anyway This update brings additional movement sequences, HP bars, and improvements to the underlying engine. Let’s take a look: Whoa what. It almost looks playable 🕹ī¸1. We’ll go through the updates in the sections below. [Read More]


How many tests can you do? 📜 All of them. Throwback to Again, when automated commands first appeared. In this update, asset loading has been rewritten to enable hot-reloads – reloading assets without having to restart the game. In addition, collision tests are partially automated – text input can now be used to emulate control buttons. [Read More]

As If Nothing Ever Happened

Sometimes you build things, other times you break them. Often you must do both. When building a new feature, oftentimes you try to fit it in with the existing pieces. However, sometimes the pieces don’t connect together. That’s when the code has to be broken apart, rearranged, and put back together in a way that accomodates everything that was, and that which will be. [Read More]


Response to the call for Rust 2019 Roadmap blog posts Things I would like prioritized in the 2019 roadmap. Reduced Compilation Times Refined Tools Reduced Compilation Times This is echoed in many existing 2019 blog posts, so instead of detailing the pain, here is a list of the relief / joy this would bring: [Read More]

Where The Fun Begins

When your face aligned with my fist, did you feel the connection? 👊 Collision has arrived! Right now only cuboid-cuboid intersection is implemented, but it demonstrates the concept. Let’s have a look: Play What’s new: Collision detection and reaction. [Read More]


“Play games all day,” they said. “Such fun!” they said. “Now I’m a robot.” 🤖 Menus are useful – when you don’t know what you want, it helps you choose from what’s available. But when you do know what you want, going through the menu is unnecessary. [Read More]

Don't Go Too Far

“Excuse me. Come back!” said every game developer, ever. It’s an all too familiar cry when a character runs out of screen into the vast empty space of nothingness. This update brings in map layers and boundaries, as well as a number of invisible improvements to speed up future development. [Read More]

Now We're Running

Depending on the situation, you may or may not want to hear, “It moved. It’s alive!” In this case, it’s a good thing. Characters now can walk, run, and jump. Play Walk and run Press left / right to walk; or double tap and hold to run. [Read More]

Take Control

This update adds support for controller input and sequence switching for characters. It also changes the syntax in object configuration for declaring sequences. It’s a small update as I had just under 3 weeks to work on this. Play Characters now transition from standing to walking upon controller input. [Read More]

Humble Beginnings

What does it look like, when something begins with nothing? It’s exactly how you imagine it — nothing. Then something takes shape. It’s been 12 weeks since I began development on Will. Here’s a look at where it’s at. Play Static menu and animated sprites [Read More]