Devlog - Stardate 03012026: What is Wireless?
[p]A few supporters have spoken to me in person with questions about the game, and I kept hearing the same thing: "You should do a devlog!" Not a bad idea.[/p][p]So here we are. Let me introduce you to Wireless — and the journey of building it.
What is Wireless?[/p][p]Wireless is a post-apocalyptic pixel art RPG where you play as Blue, a robot who wakes up with no memory, no orders, and no idea why it exists. The world is controlled by Mother Zero, a rogue AI that dominates every aspect of human and machine life. Your mission — which you'll discover over time — is to break that control. Not through domination, but collaboration.[/p][p]The game features ATB combat with timed blocking and parrying, a party system where companions age and pass the torch to future generations, and a story that spans over 200 years. It's the game I've wanted to play for a long time, so I'm building it.
The Team[/p][p]I'm a solo dev (currently) with one other — Raskri — who creates music. He joined without hesitation or question. The vision was there, and I believe he sees it as clearly as I do. The game started out as a natural movement away from modding Divinity: Original Sin 2 to an actual game I could take full ownership of. Modding was a great gateway and I may go back to it time to time depending on how all this turns out.
The Process[/p][p]I don't know if you know this, but making a game is EXTREMELY TIME CONSUMING. I already knew dev took a lot of time, but full dev takes even more.[/p][p]I'm using GameMaker Studio. Maybe there were better engines, but I've fully committed to GM. I needed something where I could handle sprites, scene building, animation — and GM does what I need.[/p][p]Learning GML (GameMaker Language) was a huge step. I enlisted AI (Claude, specifically) to help diagnose and fix my code, which was invaluable. There are a lot of mechanics in play, and 50k lines of code is just the beginning.[/p][p]Moving Away from AI Art[/p][p]I used AI-generated pixel art early on for placeholders while testing mechanics. The current build still has a few, but I'm replacing all of them with my own assets.[/p][p]I'm primarily using Blender now — for floors, walls, characters, everything. I'm not great at traditional sprite animation (especially isometric), but I AM good at Blender animation.[/p][p]
[/p][p]This lets me get accurate isometric animations for everything.
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As I've improved in Blender, the quality of my assets has grown with me. Just last week, I decided I need a proper NPC template tool, so I've been building that too.
[/p][p]The problem with AI art, among siphoning creativity, is consistency — characters can look wildly different in style and proportion. While the generations can look cool, I'm moving away from it entirely now that I've found my workflow.
Music[/p][p]The OST is phenomenal (in my biased opinion) and really drives the game. I've been a musician for over 20 years, so composing has been a welcome break from programming and the graphics pipeline (export, import, resize, rename, repeat...).[/p][p]I'll share more tracks as development continues, but the full OST is planned for Steam. A lot of work went into this.[/p][p]Listen to the first boss battle theme here What's Next[/p][p]In the next devlog, I'll dive into the combat system — how ATB and timed blocks and parries work together, and why I think this combination creates something special.[/p][p]Thanks for following along. This is just the beginning.[/p][p]— Dima RoboXero Studios[/p][hr][/hr][p]Wishlist Wireless on Steam:
[dynamiclink][/dynamiclink]Follow announcements: @cnwireless
[/p][p][/p]
What is Wireless?[/p][p]Wireless is a post-apocalyptic pixel art RPG where you play as Blue, a robot who wakes up with no memory, no orders, and no idea why it exists. The world is controlled by Mother Zero, a rogue AI that dominates every aspect of human and machine life. Your mission — which you'll discover over time — is to break that control. Not through domination, but collaboration.[/p][p]The game features ATB combat with timed blocking and parrying, a party system where companions age and pass the torch to future generations, and a story that spans over 200 years. It's the game I've wanted to play for a long time, so I'm building it.
The Team[/p][p]I'm a solo dev (currently) with one other — Raskri — who creates music. He joined without hesitation or question. The vision was there, and I believe he sees it as clearly as I do. The game started out as a natural movement away from modding Divinity: Original Sin 2 to an actual game I could take full ownership of. Modding was a great gateway and I may go back to it time to time depending on how all this turns out.
The Process[/p][p]I don't know if you know this, but making a game is EXTREMELY TIME CONSUMING. I already knew dev took a lot of time, but full dev takes even more.[/p][p]I'm using GameMaker Studio. Maybe there were better engines, but I've fully committed to GM. I needed something where I could handle sprites, scene building, animation — and GM does what I need.[/p][p]Learning GML (GameMaker Language) was a huge step. I enlisted AI (Claude, specifically) to help diagnose and fix my code, which was invaluable. There are a lot of mechanics in play, and 50k lines of code is just the beginning.[/p][p]Moving Away from AI Art[/p][p]I used AI-generated pixel art early on for placeholders while testing mechanics. The current build still has a few, but I'm replacing all of them with my own assets.[/p][p]I'm primarily using Blender now — for floors, walls, characters, everything. I'm not great at traditional sprite animation (especially isometric), but I AM good at Blender animation.[/p][p]
As I've improved in Blender, the quality of my assets has grown with me. Just last week, I decided I need a proper NPC template tool, so I've been building that too.
[/p][p]The problem with AI art, among siphoning creativity, is consistency — characters can look wildly different in style and proportion. While the generations can look cool, I'm moving away from it entirely now that I've found my workflow.
Music[/p][p]The OST is phenomenal (in my biased opinion) and really drives the game. I've been a musician for over 20 years, so composing has been a welcome break from programming and the graphics pipeline (export, import, resize, rename, repeat...).[/p][p]I'll share more tracks as development continues, but the full OST is planned for Steam. A lot of work went into this.[/p][p]Listen to the first boss battle theme here What's Next[/p][p]In the next devlog, I'll dive into the combat system — how ATB and timed blocks and parries work together, and why I think this combination creates something special.[/p][p]Thanks for following along. This is just the beginning.[/p][p]— Dima RoboXero Studios[/p][hr][/hr][p]Wishlist Wireless on Steam:
[dynamiclink][/dynamiclink]Follow announcements: @cnwireless
[/p][p][/p]