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Turscar Isle Demo
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Devlog
Turscar Isle 0.8: Refactoring and hacking
December 09, 2025
by
Aceade
I ran into a serious problem while working on a later segment. I couldn’t open the entire island level in Godot! So, I’ve refactored the main level and the tutorial so that they start with one sec...
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Turscar Isle 0.7: Equipment unlocks, turn off lights, and a brick wall
November 25, 2025
by
Aceade
#devlog
Less than 3 weeks since my last update, and I’m starting to run out of things to add to the demo. I’ve also hit a bit of a brick wall with performance: Godot hangs when trying to open what was goi...
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Turscar Isle 0.6: New UI and Cameras, Oh My!
November 07, 2025
by
Aceade
#devlog
Another month, another release. Firstly, the new UI. I’m trying to go for a retro-futuristic aesthetic, while keeping it accessible to anyone with colour-blindness. One habit I got into during my so...
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Turscar Isle 0.5: Game Over!
October 22, 2025
by
Aceade
The Spooky Season is on us, and now it’s time for another release of Turscar Isle! Game Over cutscene Starting with the most horror-related part: the cutscene that will play when you die. Oh no, you...
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0.4.1: Graphics settings
October 06, 2025
by
Aceade
I’ve added graphics presets to the pause and main menu. Nothing much, but it should help with lower-end PCs. I also fixed a few things like the default contrast/brightness settings if you’re playi...
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0.4: Tutorial revamp and throwing items
October 02, 2025
by
Aceade
#devlog
I’ve redone the tutorial to try and make it more obvious what you’re supposed to do. Other changes: Initiates can attack with flashbangs. Physically harmless, but you don’t want to get hit by th...
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0.3.2 - fixing some jank
September 05, 2025
by
Aceade
1
Some minor changes following feedback from a game dev meetup: Mouse rotation is finally locked to the screen, so you can rotate the full 360 degrees. One of those things I kept working around until so...
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0.3.1
September 02, 2025
by
Aceade
Some minor changes: Controls are finally remappable and can be saved. Default controls will be visible as “graffiti”. If you run the executable with --rendering-method gl_compatibility , there are...
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August update
August 26, 2025
by
Aceade
I’ve started working on the main map, but nothing to really share in the build yet. So, have a waffling video instead: Elsewhere, I’ve cleaned up the UI a bit, and fixed an animation bug with one...
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Demo update: UI Theme
August 18, 2025
by
Aceade
Minor update: I finally added a UI theme and cleaned up the player’s light bar so it’s in the same place as their health and stamina bars. I’m using the following fonts: LEDFONT for keypads and...
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Demo released
August 14, 2025
by
Aceade
#demo, #devlog
No plan survives contact with the enemy. And by “enemy”, I mean “playtesters at the Galway Game Devs meetup” :D So, yeah. I got a lot of feedback on the UX side of things. To fix that, I’ve...
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Final prototype update
July 28, 2025
by
Aceade
#development, #prototype
I’ve got about as far as I can with the prototype, so this is the last build before I start working on an actual demo with Proper Graphics(TM). I’ve given the bots torches and increased indoor lig...
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Prototype Update: hacky sound detection
July 21, 2025
by
Aceade
#development, #mechanics
Minor update: the bots can now hear the player’s footsteps. And the player can run. Sound detection is a bit hacky. Sounds alert every overlapping NPC when they’re playing, and the NPC then checks...
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Turscar Isle: Initial Prototype
July 17, 2025
by
Aceade
#dev log
So, initial prototype for my next game. This is a partial remake of a ten-year-old Unity game of mine, Spamocalypse: Aftermath . Like that, it’s a first-person stealth game in the vein of Thief/Thie...
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