A Hectic Month Indeed
- Liam Healey
- Apr 5
- 1 min read
This last month was the crazy busiest month of my life, but it's also been awesome. This month Clockwork Sword was released in early access, I went to GDC, all my final projects are starting up now that I'm a month away from graduating, and I have some exciting new projects planned here soon.
Clockwork Sword
My work for Clockwork Sword was largely focused on bug fixing as we released the game for early access in the middle of GDC and we just pushed out a small bugfix and balance update this week.
Some of the things I did to prepare for the release were:
Fixed some meshes
Rework the enemy aggro system
Refactor the save game system
Improve level transitions
Made icons for the tooltips
Screenshake bugs
Fixed items being deleted from the player inventory
Fixed some attack sequencing bugs
Fixed some of the weapon modifications
Aligned some VFX with animations
Remade the credits
Uploaded the build to Steam & Epic
Here are some of the things I did for the update:
Fixed some issues with loading saves/respawning
Fixed player attacking while dead
Changed how the fire status effect worked
Made it so the save system can handle corrupted save files and ignore files made in different versions
Fixed a bug related to spam clicking respawn
Changed how charges work to make them easier for players to understand
Fixed the player being able to dash through checkpoints
Fixed some input issues
Misc Side Projects
As part of my Interactive Graphics class, I am making a slime mold simulation using compute shaders in Unity.


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