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Showing posts from July, 2026

Sirens - the next step

  In the last few days, I made a ton of progress. I'm still working on the same screen, the artist profiles, but I've added a bunch of new features, like getting the profile data loading smoothly from the JSON arrays. All in all, I'm probably only at about 1 or 2 percent of what I ultimately want to make, but I'm really happy with how it's shaping up. Of course, it wouldn't be indie dev life without a setback. Over the weekend (Sunday), I completely screwed up and lost a massive chunk of progress. By the end of the day, I was almost back to where I was on Saturday. Almost. The silver lining? Forced to redo it, I completely restructured how the data handles the modular character profiles. That refactoring actually makes it way cleaner and easier to build out the game further down the line. Then, yesterday and today, I knocked out some smaller additions that somehow feel huge now that the foundation is solid. Check out the video below to see how it's looking ...

Sirens - First Builds

  Development has officially started on my game, which I've renamed Sirens (formerly Singularity Sirens ). I'm building it in GameMaker Studio 2 and relying heavily on AI, specifically Google Gemini, to help create assets like images and audio. I've also incorporated some assets from Robert Brooks' Game Developer Studio . I'm a big fan of his work, though it doesn't always perfectly match the specific style I'm going for. The folder concepts, along with a few of the icon buttons, are assets/ideas from his website. The project is still in its very early stages. Right now, I've only got the character selection screen and profiles fully worked out. You might actually recognize a few of the characters from the trailer I posted a couple of weeks ago! At the time, that video was half-joke, half-brainstorming. Below, you'll find the first two builds I put together. After hitting some snags with the initial build, I decided to start fresh with a much stronge...