Star Child Dev Log #39
Jay Ingle - lead developer, designer, and artist:
This week I worked on a lot of enemy and environmental art. With our demo dropping officially in 16 days, I don't want to show all of it to you. You can see it for yourself very soon! How about I show you a few little things, and if you want to see more, head over to Steam and wishlist Star Child. Free demo ready for Steam Next Fest Feb. 23rd!




Janne - the other guy:
I've been trying to help out where I can and some of what I've accomplished recently have been:
- Build system updates and export configurations to build both full release, and demo version with unnecessary assets removed
- Registration, setup, and testing of the demo build on Steamworks
- Fairly heavy reworking of our automap, including some tooling to pregenerate data from our level scenes via a tool script that can be run locally and automatically on our build server
- Refactoring of our scene changer logic that made it a bit more reliable and easier to use the configuration directly for our automap
- A fair bit of main menu, options menu, etc. work - made an updated Godot UI theme, fixed some controls for the options screens,
- Implemented debug keys and other such things in a manner that's a bit cleaner for actual public release, fewer people should accidentally bump into them
- Fixed some weird issues with builds, e.g. an UTF-8 ⬅️ was rendered incorrectly after build and I replaced it with an icon
- Added placeholder controls overlay to the first level until we get control rebindings done
- Updated credits
- Lots and lots of testing, fixing things I could fix myself, and reporting various bugs to Jay
This week I worked on a lot of enemy and environmental art. With our demo dropping officially in 16 days, I don't want to show all of it to you. You can see it for yourself very soon! How about I show you a few little things, and if you want to see more, head over to Steam and wishlist Star Child. Free demo ready for Steam Next Fest Feb. 23rd!




Janne - the other guy:
I've been trying to help out where I can and some of what I've accomplished recently have been:
- Build system updates and export configurations to build both full release, and demo version with unnecessary assets removed
- Registration, setup, and testing of the demo build on Steamworks
- Fairly heavy reworking of our automap, including some tooling to pregenerate data from our level scenes via a tool script that can be run locally and automatically on our build server
- Refactoring of our scene changer logic that made it a bit more reliable and easier to use the configuration directly for our automap
- A fair bit of main menu, options menu, etc. work - made an updated Godot UI theme, fixed some controls for the options screens,
- Implemented debug keys and other such things in a manner that's a bit cleaner for actual public release, fewer people should accidentally bump into them
- Fixed some weird issues with builds, e.g. an UTF-8 ⬅️ was rendered incorrectly after build and I replaced it with an icon
- Added placeholder controls overlay to the first level until we get control rebindings done
- Updated credits
- Lots and lots of testing, fixing things I could fix myself, and reporting various bugs to Jay