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A Hectic Month Indeed

  • Writer: Liam Healey
    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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