Friday, March 24, 2017
Well, there's only one week left in March, and all told I've done...about half of what I hoped to. It's been one of those months: setbacks, diversions, and unforeseen complications. However, while this may be the last update before April, the foundations I've laid might just cause the end of March to be the most productive days of the month.
Friday, March 10, 2017
Following last post's flurry of updates, VNgen development has hit a more technical stage over the past two weeks. While no less exciting for the long term, in the meantime it means making design decisions consumes almost as much time as actually programming. But as you'll see, the slower change of pace is paying off, 'cuz VNgen is about to take on a whole new dimension.
Friday, February 24, 2017
Hello again, world! In my last update, I covered the final pieces of the foundation for Shaftworks VNgen, which I aim to make one of the most advanced and easy to use visual novel engines ever. I said that with the core components in place, development would pick up quickly for the rest of the engine. And this weekend, I'm happy to report that's exactly the case. So strap on your seatbelts, because we've got quite the haul of new features to go over!
Friday, February 10, 2017
Hello, world! It's that time again—two weeks have passed, and now it's time for another update! For VNgen, the past two weeks have been all about polishing up the foundations so that work can finally begin on adding new elements to the system. Sound boring? Well, you might just be surprised.
Friday, January 27, 2017
Hello, world! It's me again, back with another update. Last time, I shared a bit about starting Shaft Interactive and the new version of Edge Engine to go with it, Shaftworks. Check that post out here if you haven't yet. While it's still early-stages stuff, Shaftworks has already been in development for some time now with my initial efforts focused squarely on the successor to Edge VN, which will be known as VNgen. Today we'll take a look at where VNgen currently is in development, the technological breakthroughs that made it possible, and some of the key features that set Shaftworks apart from Edge Engine—and pretty much anything I've ever made before.
Friday, January 13, 2017
It has now been five years since I first launched ThinkBoxly. It's been a fantastic experiment and learning experience from day one—one that hasn't necessarily turned out like I imagined, but that certainly has prepared me for bigger and better things. For the past two years I've slowly shifted from commentating on what other people create to being a creator myself, and now at long last the planets have aligned and it's time to share some comments on my own work.
In my last post, I teased that everything is about to change. Well, I meant it. And today, that change has a name.
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