Im Still Alive

04 Dec 2025 - lyd

hi

im still here hi. hi whats up. i am still making my lydeo games i promise.

sorry the website went down a while back because i unplugged the raspberry pi 3 i was running it on and forgot to plug it back in. i am now using a service called a ‘Hosting Provider’ to host the website again. also i almost let the domain name expire ooooooops.

i am still making Aya Game. in the past year i have gotten busy with contract work and other projects so i unfortunately do not have a ton to show right now. i’ll pad this blog post with some stuff i haven’t really shared much since the January update. i redesigned the UI; i wouldn’t say its final yet but its the direction i want to go with for the final product. Pizza Tower and Persona 5 were huge inspirations in this department.

i haven’t been feeling entirely confident in the main gameloop due to some earlier playtesting, im currently iterating and redoing the main player moveset to feel ‘better’. once i think thats done i want to re-do Aya’s animations and fix up her model too; Aya’s model was the first one i made for this project, and i’ve learnt a lot about Blender / 3D modeling since. also her UV mappings are wack and bad and terrible and no good. i’d also like to redesign the enemy patterns to telegraph attacks more and be ‘less spammy’, though i think the stage one boss fight is going in the right direction patterns wise.

my overall goal for this project is that i want to make an ‘on-rails’ shooter where you don’t necessarily feel like you’re just kinda… locked into place? i don’t know how to put it into words. you know how like the worst on-rails shooters make you feel like you’re just kinda waiting for stuff to happen, and you don’t really have any control over the pacing? (my immediate thought is that Yars Revenge reboot from the Xbox 360 era). yeah i kinda want to do the opposite of that. i think speed as something that you’re both incentivized to use but also as a resource you have to manage could be a fun thing in this context. if this is a game that is interesting enough to speedrun then i think i’ll be satisfied.

my current goal i think is to get the game to a point where its polished enough for a 2-stage demo that i can drop on steam. Its going to be a bit aways though (i initially thought i’d be able to finish this project this year lol, that was a lie). i also want stage 1 to stop looking bad eventually i do not like how it looks but also i may just be getting tired of this scenary. (also sidenote i am lowkey having trouble visualizing / creating assets for the human village; im honestly just considering reworking some of the stage to at least partially occur outside the village bounds; that being said if anyone has any good references / tips / suggestions uhhh my bsky dms are open i think)

i think my general scope is locked in, its just a matter of keeping to that and learning when to cut / let certain ideas go. it still feels like im going at an excruciatingly slow pace though, again partly because of real world commitments and partly because of getting stuck on certain design and implementation roadblocks. also technical debt. oops.

anyways uh. sorry that its literally been a year between updates. heres hoping that 2026 is different.

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