27/07/2026 – 2026 Stream Layout Finished!

New Stream Layouts

After months of work, the new stream layout is finally finished. Instead of going with two distinct themes for the gaming and game dev side of things, I decided to create one environment. I figured that this would save me time in the long run. As it turns out, it took a bloody long time anyway. But let’s take a look at the new scenes.

So the gaming scenes focus mostly on the TVs and work as a sort of faux streamer setup. Remember that I use a 3D avatar on screen, so I can just place it over the scene. I’ve added a variety of new shaders into the layouts. Including drop shadows, CRT filters, and my personal favourite, an adaptive lighting shader.

As you can see, as I’m playing the game, the lighting on the little window where my avatar is changes. I think it adds a bit more immersion.

As for the game dev scene, well, it’s actually not that much different from the last layout.

There are new backgrounds for the AFK and chatting scenes, but the idea remains the same.

However, I am now using Advanced Scene Switcher for two things: To better switch out windows when changing applications to require less manual adding of windows to the old scene switcher and also to swap out the backgrounds based on the time of day. Yes, that’s right. The backgrounds change every hour. It’s a very sudden transition, but at least it works.

Now, I will be making adjustments, of course, but I’m fairly pleased with how it turned out. Especially considering that I am not great at modelling things in Blender. Which I’m looking to improve on in the relatively near future.

Now I just need to make a new avatar. That will take even more time.

Updates On Tur

I’m not working on a video update for Tur, but I’ll fill you in on the most recent progress.

I’ve been continuing the process of optimising, refactoring, and generally improving the code. Breaking things up into reusable scripts, especially to minimise having to change multiple things all at the same time. Things like the skill system and battle system have had major overhauls; more on that in a bit.

I have removed the status icons from the map screen and redid the UI for the stamina, hunger, and tiredness bars. Players can still access the status menu via the Select button menu. I did this for one reason, to make larger, more detailed maps. Surprisingly, although the game is stuck inside of a loop, the camera still follows the player. So large maps are back on the table. Although to get this to work, I had to use a well-documented trick involving setting the parallax scrolling for the UI part at the top of the screen to zero, fixing it in place while the rest of the map moves.

But with larger maps comes a new problem: more detailed tilesets are now required. I’m still working on it, but I have made some additions just to make it a little less repetitive in the visuals.

Getting back to the battle system, I’ve made a number of changes to it. In regard to skills, the MP usage is now dynamically adjusted based on the strength difference of the player and enemy. So weaker enemies require less MP to damage, and vice versa for stronger enemies. I did this to both make easier battles less of a resource hog and to make harder battles make you reconsider using skills.

But on top of this, player classes are now weak and strong to particular enemy types. I’ve broken it down to three categories: slash, magic, and pierce. Here’s a breakdown of how it affects each class:

Now you may notice that each class also has an attack type. As you might have noticed, the default attack in the game dealt the same amount of damage to everyone. This has been changed also. So now certain enemies will be strong or weak to the default attacks of specific classes. Except the mage, where only the spells matter.

This has had the side effect of completely scrambling the previous difficulty curve. It’s far more random now, and the player is likely to suffer random instant death. Which is both a good and bad thing. It makes the game harder, but it could be considered unfair. Unfortunately, it’s also quite difficult to balance around. I’ll likely make changes once I get more feedback after the next demo comes out.

Lastly, there’s been a variety of adjustments to make the game more challenging and prevent cheesing. Notably, camps now check to see if you’ve actually been engaging in combat. If you skip battles now, you won’t gain any benefits from resting. Although, I have yet to fix the problem of the dialogue box reappearing when re-entering the map screen. I’ll get around to it eventually.

Cybersurfer Progress

Progress on Cybersurfer has been minimal, unfortunately. Although I have managed to create some things.

First off, missiles. Lots of missiles.

Simple thing, just a model that aims towards a target and then blows up. However, getting those targets placed properly on the track did lead to a minor headache, as I forgot the correct way to transform the points from local spline to world space. And to top it off, it’s my first experiment with object pooling, a technique that should hopefully save some memory and processing power when I need to display a large number of objects at once.

I’ve started enhancing the game’s graphics with some custom shaders. Currently it’s just missiles and boost pads that use them, along with the track that I already did some time ago. I’m affecting both the textures and the vertices. The missile spins using the shader, and the boost pad has constantly moving verts. There’s more to come as I create more assets.

I’m starting to add sound into the game. The hoverboard now has a low hum that gets distorted as you move around; there’s a sound when grinding, and the missiles have a whistling sound followed by an explosion when they hit the target. All the audio mixers have been set up, so getting new sounds added shouldn’t be too hard. It’s really just finding the right sounds that’s the issue.

I’ve been fiddling with post-processing in order to improve reflections in the game, but with no luck. I also tried moving from the default renderer to URP, but this didn’t help at all. I guess what I’m trying to do with reflections perhaps requires a more custom solution or upgrading my Unity version. Post-processing does offer screen-space reflections, but it’s very visually noisy, and the range on it is limited. A camera-based solution would likely be better, but I’m not quite sure how to go about doing it.

Currently, I’m relearning aspects of Blender so that I can properly use LODs for objects and to recreate the character model, as that one I have is very misproportioned, meaning that the animations look a bit off. Furthermore, other issues have arisen with animations causing verts to go haywire. Seeing as the model wasn’t mine to begin, I should just make my own and do it properly.

But I need to properly learn how Blender works and improve my workflow before doing so. Which is my current objective.

Heatwaves and Football

In other news, it’s been really hot. This has caused my stream schedule to go a bit awry, as it is very difficult to stream when it is nearly 30°C in here. Having my window open invites both bugs and noise pollution, so I opted to wait until the heatwave had died down a bit, which it now has.

During all this, the World Cup was occurring. England lost against Argentina, of course, but beat France in the 3rd place match, which was fun to watch. Although I only caught the second half. This time around, I decided to not watch the matches as they were airing because, quite frankly, sitting through those games has become agonising. So I choose to watch the highlights on YouTube instead and spend my time doing other things. But I still got to appreciate the good parts. Bellingham did a very good job in a lot of those games.

Finally, my friend has informed me that Iceland sells Vanilla Coke. The proper, full fat, UK version. Every other store seems to only stock the Coke Zero version. Needless to say, I purchased some. Although my friend also brought a bunch over at my request from a wholesaler that Iceland runs. Which means that I now own 40 cans of it. Or did; I’ve drunk a few since.

I don’t know if they’ve always had them or if it’s just a limited run for the summer. Hopefully it’s the former, but who knows. Knowing how much the government loves banning and taxing things, I suspect it won’t last. Which is why I was buying it from import shops the last few years.


I’ve noticed that my updates for this blog seem to be rare these days. Maybe around 3-5 posts in a year. That’s not really good enough. Perhaps I should make posts about the gaming videos I put up. Although I don’t think that would be a good use of bandwidth. I’ll try to post more, but you know I probably won’t.

-Adam

16/03/2026 – A Major Update For Tur!

There’s a new demo! I also made a video about it!

You can play the new demo in your browser here:

I’m not going to go into details about all the new features; both the video and the dev log on the page do that already.

But the project is in a good state. It’s nearing pre-alpha, I would say. The main cornerstones of the game’s design are in place and functional. Those aspects being battles, stamina and survival systems, camping, shops, and the most recent addition, recruiting new party members.

The game is still lacking in the fun department. Battles are a bit monotonous; the repetitive music doesn’t help, and the movement is quite sluggish. The game is also lacking in variety of gameplay and random nonsense that breaks up the repetition.

I’m thinking of adding some risk-reward type of mechanics. Like a pseudo-gambling mechanic. Like an NPC who facilitates a Wheel Of Fortune type of mini-game that can reward or punish the player. The problems with that come from both implementation and also the balance of positive to negative effects. It should seem like it’s fair, even if I want to skew the balance a bit.

The map screen is also next to get revamped. Bigger maps and whatnot. With the new status screen, I’m able to remove the UI on the left of the screen. I’ve come to realise that there’s no need to have that information on the screen at all times, as you only lose health and mana in battle. You can heal outside of battle, but it doesn’t warrant the screen real estate to display the number going up. So with that gone, and the stamina bar stuck on screen using screen parallax set to 0, I could potentially have larger, scrollable maps.

This is purely hypothetical at the moment. There is one issue, and that’s the movement being stuck inside of a loop. This loop exists to limit the player’s movement to one tile at a time, making it easier to calculate stamina use. However, I don’t know if camera tracking will continue to work while inside the loop. Several elements of GB Studio do not function properly when the player movement is stuck inside a loop. As previously mentioned in my last Tur video, triggers don’t work, so I have to look at the precise tile location of the player to trigger events.

I am still experimenting with changing how the input system works, so perhaps I will get around this should issues arise. But I would like the use of triggers back.

Anyway, the rest of the year is likely going to be focused on Cybersurfer. It really needs to get into its full production stage at this point. It needs to get to an early access state this year, or it’s just not going to be finished. Working on multiple projects is not helping, plus all the Twitch and YouTube stuff that I want to do as well.

On the subject of YouTube, I am considering moving the game development streams to my game dev YouTube channel. Currently, archiving stuff from the Twitch channel to the YouTube channel is a pain, as I have to swap the account the Twitch channel is linked to. So, doing it there would mean I don’t have to swap stuff around. But I haven’t solidified this decision yet, so just take it as cautionary for now.

Right, as usual, here’s the updated plan for the rest of the year.

Spring 2026:

  • New stream layout

Summer 2026:

  • PID with Quaternion rotations video
  • Video about the Project Fighting Styles
  • C# Godot networking test project for others to use

Later in 2026:

  • Cybersurfer Early Access launch

Hopefully the video projects don’t eat into my development time like they did last year. I’ve changed the production pipeline to speed up the voice recording stuff. I wish I could spend more time on fancy effects, but I neither have the time nor the motivation to really learn DaVinci Resolve’s visual effects stuff.

That’s enough for now. See you in the next one.

-Adam

17/02/2026 – Global Game Jam 2026

Somehow I managed to make it into the middle of February before remembering to do this blog post. But yes, my friend and I made yet another game for Global Game Jam.

This year’s theme was “Mask”. The reveal video showed off a few different ideas around it, from face masks to masking tape to camouflage. My friend and I came up with an idea each. I wanted to make a sniping game, and my friend wanted to make a Mario Party clone.

His idea was too difficult to make in the allocated time, and I felt my idea wasn’t original enough.

So he suggested instead a game where you go around a mansion, talking to people, acquiring masks, and gaining entry to other areas. A bit like Hitman in an Eyes Wide Shut scenario.

I’ve already made a video about the game, so you can check it out there. It covers most of what I want to talk about anyway.

After thinking about it in the weeks since, I’m not that impressed by what we made. One, it moved away from the idea we had due to time constraints. Two, it became far more comical than originally intended, although I’m not as bothered by that because it made it more fun to play. But lastly, I just don’t think what the player is doing is that much fun. It’s yet another prop hunting game. Which is a genre I already did back with the ThreeThingGame game “Keep Warm”. If there was more time, I probably would have implemented the original idea of wearing masks and a more in-depth dialogue system. Just to make it stand out more.

Anyway, Godot is improving, but I still get hung up on some of its design decisions. But I cover that in the video.

I suppose I should elaborate on the point I made near the end of the video about not doing it next year. Well, there are a couple of reasons. Firstly, every year I join the Hull University site for it. However, I haven’t been a student there for more than a decade. And as much as I get along with my old lecturers, I really shouldn’t be hanging out with Uni students who are a good decade younger than me.

Secondly, I’m planning stuff for next year. I can’t say too much just yet, as I’ve only just started working it out, but I will say that if things go according to plan, I will be far too busy to take part. I have a lot of research to do, so I won’t make any further comments until I am absolutely certain it is happening.

And just an additional point for being too busy for things, I still have Tur and Cybersurfer to work on.

Anyway, at the beginning of that video, I mention I did some work on a networked C# Godot project to use as a testbed for the jam, which ended up not happening.

Well, I’ve done a bit more work on it since then. Unfortunately, I haven’t found a solution to a problem with it. Basically, I can run a dedicated server, but if I try and make a peer-to-peer game, problems start occurring. Currently it doesn’t work at all, but previous issues included the host working for everyone, but clients not being synced. Clients working for the host and other clients, but the host not working for the clients. And finally, duplicating players.

I’ll continue to work on it, but I have no timeline for when I’ll publically release it.

That’s it for now.

I’m hoping to have a new demo for Tur out in early March, but this might get delayed to May. I’ll keep you updated.

-Adam

03/12/2025 – Taking A Break

I have decided that I’m taking December off this year so I can catch up on various games and other things. But you’ll find out about that in the year-end gaming roundup post that I’m still in the process of writing.

I’ve not had a proper break in a while. Even if I wasn’t streaming, I was still working on something, be it videos or other things. That said, I have left Tur and Cybersurfer in a good place for me to pick up again next year.

Tur

I’ve made a few front-facing changes and many backend alterations. In addition, the last cornerstone of the game’s design is finally implemented.

The skill menu has been changed. Previously, you would go into the menu and be presented with “Skill 1, Skill 2 & Skill 3”. You would then have to click through in order to find out what was in those skill slots. After a complete rewrite, every skill that is available to that character’s class is now presented alongside an additional icon to represent whether that skill is usable or not.

It is not the ideal solution, but it is the best I can do considering the limitations of GB Studio. Either way, it saves the user a few button clicks.

The improvement of the skill menu is mostly in part to a complete and utter overhaul of the scripts and a massive refactoring effort. A lot of scripts have been broken up into parts that can be reused more efficiently. It also means I only have to change one script instead of many scripts. There’s still some stuff that needs improvement, but it’s certainly more manageable now.

However, I have managed to introduce a kernel-level crash bug that occurs when using skills. In particular the mage’s skills cause audio errors as well. I removed the animation that happens when an enemy gets damaged, which stopped the kernel-level crash, but the audio bug still remains. I’m still currently investigating why.

The major cornerstone of the game that was missing in the previous build was character recruitment; this has now been fully implemented. It generates a name and a class and randomly assigns skills for NPCs you meet. Then if you want to recruit them, they ask for money or an item (although it might just be money at the moment) and then join your party if those demands are met.

With this addition to the game, the major aspects of dungeon crawling, turn-based battles, camping, shops, and recruiting new characters are all in place. So, what state is the game in then? I would place it in the pre-alpha stage. The art isn’t finished, but the major gameplay features are there and function.

There’s still a lot to do, of course, especially in terms of art. But the next few changes I’m going to focus on are moving the status UI on the map screen to a dedicated status screen and making the maps significantly larger, as they will no longer be bound to the tiny window like before. And there are more features to follow after that. I’m planning on having a new demo ready by the beginning of March; we’ll see how that pans out.

Cybersurfer

Cybersurfer is still very behind where I’d like it to be at this point, but recent developments have at least improved things a bit.

Starting with minor changes, the landing prediction now has some colour-coding on it so you can tell where you can and can’t land. Jumping between rails has been somewhat improved to make the jumping animation less messy and better preserve the speed. There’s a general improvement to the conservation of speed. I’ve changed how it functions, so instead of running at a constant speed, there’s a minimum and maximum speed, and it will fluctuate based on what the player is doing. However, the level design was not built with this change in mind, but I was planning on scrapping the levels anyway.

As for the more major changes, the player can now jump off rails. It’s still a little funky, but it has been a much-requested feature. The second biggest change has been the alteration to the movement animations. The player now turns more left and right when moving, even in the air. This has generally improved the game feel overall.

To top it off, a new feature has been added: Powersliding.

Adding this feature has made me realise the shortcomings of my entire movement system, as implementing it took a lot of trial and error, and even when I got it to somewhat work, I didn’t see the point of it over the regular turning system that was already there. After some feedback from friends of mine, I tightened it up and found something that works well. It’s based on the drifting from Crash Team Racing, which gives you a small boost if you time it properly. I didn’t copy it wholesale, but you do get a boost if you hold the drift. The longer you hold it, the bigger the boost.

I’m still aiming towards getting an early access release. With at least 10 levels, including a boss. But now that the game handling has finally hit a reasonable point, I can focus on improving the art and making proper levels for once. The first steps of that involve remaking the character model and redoing all the animations again. But hopefully for the last time.

I don’t have a date in mind for the next demo, but it won’t be alongside Tur’s next demo.

Next Year’s Plans

Might as well lay out my plans, but I guarantee I won’t keep them.

January 2026

  • Year-end Gaming Roundup post
  • Global Game Jam 2026: Jan 26th – Feb 1st

February 2026

  • Global Game Jam video
  • New stream layout art

March 2026

  • New Tur demo

Later in 2026

  • Tur demo feedback video
  • PID with Quaternion rotations video
  • Video about the Project Fighting Styles

I can’t really commit to much else at this time. Seeing as the videos will most certainly take up more time than they’re worth, I cannot say for certain when or if things will be ready. This year hasn’t been great for either progress or my finances. Even the minor growth I saw last year died down. Hopefully I can regain those numbers by changing up my format.

See you next year.

-Adam

22/09/2025 – My GameBoy Game Has A Name

After more time than I would like, I finally got this video out. But yes, my GameBoy game is called Túr: Hunger, Pain, & Monsters. Túr is the Irish Gaelic word for “Tower”.

The game is a dungeon-crawling RPG, and a very rough one at that. I’m focusing on the juggling of stamina, hunger, and tiredness. You need food to not be hungry, you need to not be hungry to sleep properly, and you need to sleep properly to regain stamina. And to top it off, there’s also perma-death. So I guess you can add Roguelike into the mix as well.

As I said, it’s quite crude at the minute. What feedback I did get complained about the repetitiveness of the gameplay, the balance of it, and some general complaints about the user interface.

On the last one of those, I’m already considering changes to some designs. Especially the camping and battle scenes. The NPC recruit scene also still needs to be finished. The skill system needs to be rewritten entirely just to display them properly.

As for game balance, the game isn’t hard enough. The mage is overpowered, and the MP cost of spells does not reflect the power that they possess. The way strength is calculated is still not quite what I’m looking for. As no matter what your condition, as long as you’re on a higher floor, it will always go up. I’m considering a way of taking the number of enemy encounters you have into the calculation, which might solve that problem.

As for the repetitiveness, that’s a harder problem to solve. I likely need to give enemies their own unique attacks and add weaknesses and strengths to the player classes. Another thing I’m mulling over is adding more RNG to the mix, like a Wheel Of Fortune type of mechanic. Just to throw a monkey wrench into it.

Sound overall is broken, so I need to fix that. There’s an overlapping issue with the music, and sound effects that were created externally don’t play back correctly in certain emulators, including the one GB Studio uses. Those sound effects will need to be recreated in FX Hammer.

Anyway, that’s the gist of things; you can watch the video for more details. And if you want to play it, click the link down below:

Schedule Changes

These last two videos have absolutely ruined my scheduling, but here’s the current layout as it stands:

Jan 2025

  • Fix PC
  • Global Game Jam

February & March 2025

  • SMG Asset Release

Spring 2025

  • Weapon armature Blender tutorial

June 2025

  • Cybersurfer demo
  • GB Studio Dungeon game demo release

Autumn & Winter 2025

  • 7DFPS prep (Cancelled)

Early 2026

  • PID with Quaternion rotations video
  • Video about the Project Fighting Styles
  • Global Game Jam 2026

Later In 2026

  • Tur second demo release
  • Cybersurfer Early Access release
  • Untitled 2D Godot game (Might be shelved)

As you can see, these last two videos have taken MONTHS to complete and have really thrown a spanner into the works. I’ve had to cancel plans for 7DFPS, as I just cannot commit the time to it. Furthermore, I’ll be all-in on both current projects, so any side projects like Blender animations or the previously planned Godot-based game will have to be put on hold. Global Game Jam will happen as previously planned.

Next year is the make-or-break time for Cybersurfer. I need to finalise its design and concepts, rebrand it, and start getting it in full production. Tur’s development has been swift, leading to major progress in a relatively short amount of time. But there’s also a lot to fix and add before I’d call it finished. But it may end up being finished within the next year if progress continues to be successful.

Video projects have been deliberately pushed out. I need a rethink on my production pipeline. I recently switched to using DaVinci Resolve’s ADR tools to record voiceovers for them. I originally thought that it would speed up production, but somewhere in the scriptwriting-to-ADR process, the time requirements shot up. Although the actual recording process was generally more painless. That said, these videos have gotten far too long, as I’m bogging down viewers with technical details. I should probably focus more on the front-facing changes and only provide layman’s explanations where necessary.

On the subject of things taking up too much time, the Den post is being worked on. I’m barely halfway through it. I’ll try and get it up by the end of this week.

Till then, keep busy.

-Adam