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Weekly Update #40 - Bugfixes, again again
August 07, 2022
by
Akela Morse
1
I’ve been missing a couple of updates the previous weeks. The reason is I’m currently in the middle of getting people to test Seed of Life , and then fixing bugs and improving level design based o...
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Weekly Update #39 - Bugfixes, again
July 24, 2022
by
Akela Morse
#Weekly Update
Just came back from a little trip to the capital, in time to work on more bugfixes for Seed of Life , especially related to the third cutscene of the game (codenamed Exposition). I realized after a fe...
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Weekly Update #38 - A bunch of new features
July 10, 2022
by
Akela Morse
#Weekly Update
The productive weeks are back! This week I’ve been able to work on a bunch of new exciting features for Seed of Life , additionally to making progress in the creation of the second level. I’ve als...
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Weekly Update #37 - Bye-bye Emerald Forest
July 03, 2022
by
Akela Morse
#Weekly Update
So I am finally done with my remaining tasks, and decided to move on to the next level. It does feel so refreshing to change environment and start working on new mechanics, and now I feel refueled and...
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Weekly Update #36 - Spent two weeks making audio
June 26, 2022
by
Akela Morse
#Weekly Update
You know you’re nearing the end of a milestone when all of your updates become either bugfixing or crafting missing assets. Since the first level is virtually complete, all that really still needs t...
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Weekly Update #35 - Spent the week making audio
June 19, 2022
by
Akela Morse
Yep, it’s one of those weeks where I can’t really show anything, because I’ve been working exclusively on sound design and music. That being said, it has been a very productive week, because I w...
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Weekly Update #34 - When inspiration does not show up
June 12, 2022
by
Akela Morse
#Weekly Update
The problem with disciplines related to art is that, sometimes, it’s hard to find inspiration. In this case I’m talking about music, and I usually never try to force myself to write if I don’t f...
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Weekly Update #33 - Nearing the end (of the first level)
June 05, 2022
by
Akela Morse
#Weekly Update
I have now officially completed all the biggest and most important features for the first level, this boss fight being the last one. There’s still a couple small features that need to be implemented...
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Weekly Update #32 - Big guy with a big gun
May 29, 2022
by
Akela Morse
#Weekly Update
Things are getting serious now, work on the first bossfight has started. I have been able to complete modelling, rigging, and texturing, so in the coming week I’ll be working on coding the actual fi...
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Weekly Update #31 - Mixed bag of features
May 22, 2022
by
Akela Morse
#Weekly Update
Another very productive week for Seed of Life . There’s bugfixing, new features, new assets, lots of good stuff. And the most exciting news is, the first level is now 95% complete! Here’s the full...
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Weekly Update #30 - More is more
May 15, 2022
by
Akela Morse
#Weekly Update
Hey folks, this is gonna be another music devlog. This week has been another particularly productive week, since I’ve written even more tracks that what I originally intended. Here’s the full list...
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Weekly Update #29 - Storytime
May 08, 2022
by
Akela Morse
#Weekly Update
I said it before I’ll say it again, but cutscenes are easily the features that take me the most time to implement properly. This one, in particular, has a lot of unique animations and VFX, and is th...
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Weekly Update #28 - Wrapping up Phae
May 01, 2022
by
Akela Morse
#Weekly Update
Slowly but surely getting things wrapped up for the Chinese-inspired town Phae . This week I’ve been working on adding all the required buildings to the town, and even began working on the inside on...
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Weekly Update #27- More Phaerie shenanigans
April 24, 2022
by
Akela Morse
#Weekly Update
The city I’m currently working on, Phae , is now becoming more and more populated. This week, I have mostly dedicated my time in creating more textures and morphological differences for all the Phae...
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Weekly Update #26 - Finally on Steam + Friendly arthropod
April 17, 2022
by
Akela Morse
#Weekly Update
Before I start with this update, I have something exciting to tell you: Seed of Life is now on Steam ! If you would like to support this project, I invite you to take a look and add the game to your w...
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Weekly Update #25 - Cue circus music
April 10, 2022
by
Akela Morse
#Weekly Update
It’s refreshing to work on new environments for a little while. I have mostly dedicated this week to the design of the second Euzoan Cache level. Euzoan Caches are secret locations, that will be hid...
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Weekly Update #24 - Far-east music
April 03, 2022
by
Akela Morse
#Weekly Update
Another music week for me, as I have mostly been working on the main theme of the Taoist-themed village, Phae . As always, I like to mix up different genres together, so get ready for traditional Chin...
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Weekly Update #23 - Bugfixing frenzy
March 27, 2022
by
Akela Morse
#Weekly Update
Most of the time, I try to always do varied things every week. A little bit of modeling, a little bit of level design, a little bit of programming… Once in a while though, I’m so absorbed by what...
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Weekly Update #22 - Exotic place
March 20, 2022
by
Akela Morse
#Weekly Update
This week I’ve been mostly working on the same subject, a city that takes heavy inspiration from ancient Taoist temples, named Phae (written on the entrance using an in-game language, Sfèr hasèr i...
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Weekly Update #21 - Miscellaneous 2: Electric boogaloo
March 13, 2022
by
Akela Morse
#Weekly Update
I’ve started working on the next epic for Seed of Life now, “Phae”. The goal will be to conceptualize, design, model, and implement a village and its inhabitants. Should be fun. For the moment...
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Weekly Update #20 - Expanding the bestiary
March 06, 2022
by
Akela Morse
#Weekly Update
Ah, love me some productive week. There is one thing I really like, and that’s really motivating, when working on Seed of Life . It’s starting off with a crude concept art, and taking it through a...
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Weekly Update #19 - Game Over
February 27, 2022
by
Akela Morse
#Weekly Update
After having finalized my work on the fighting music, it seemed fitting that my next step would be working on the Game Over music, in order to have the full combo. For once, I decided to do something...
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Weekly Update #18 - The sound of danger
February 20, 2022
by
Akela Morse
#Weekly Update
I might say that often, but it is always a pleasure to go back to writing tracks after a long time writing code (and making cutscenes, incidentally). Although, gotta admit, creativity is not always so...
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Weekly Update #17 - The end of cutscene #4
February 13, 2022
by
Akela Morse
#Weekly Update
This will again be a very short update, for this week I’ve mostly been working on cutscene #4 again. I’ve finally completed it yesterday, and have playtested it a couple of times, so I think I’m...
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Weekly Update #16 - Working on cutscenes, again
February 06, 2022
by
Akela Morse
#Weekly Update
Of all the different jobs that I need to do for Seed of Life , some at an amateur level (like 2D and 3D art) and others at a more professional level (music and programing), animation is probably the d...
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Weekly Update #15 - Miscellaneous features and bugfixes
January 30, 2022
by
Akela Morse
#Weekly Update
This week has been particularly productive and diverse for Seed of Life . At the present time, I am mostly perfecting what has already been implemented, in order to make the game more stable before mo...
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Weekly Update #14 - Designing a puzzle
January 23, 2022
by
Akela Morse
#Weekly Update
In Seed of Life , in-between phases of exploration and phases of action, you will also stumble across puzzles from time to time. They will often take the shape of a device, or a contraption, and you...
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Weekly Update #13 - Small but important features
January 16, 2022
by
Akela Morse
#Weekly Update
As I’m working on Seed of Life , I find that a good way to maintain motivation and productivity, is to find good balance between the implementation of big, complex features that will take a couple o...
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Weekly Update #12 - Mapmaking
January 09, 2022
by
Akela Morse
#Weekly Update
When you’re making a game centered around exploration, it’s primordial to have accurate and detailed maps. In order to create such maps for the areas you’ll be exploring in Seed of Life , I firs...
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Weekly Update #11 - New year new bugfixes
January 02, 2022
by
Akela Morse
#Weekly Update
Happy new year everybody! Hope that 2022 will be better for all of us. And to get off to a good start, I’ve spent the week cleaning the backlog, and made fixes for quite a lot of bugs. Here’s the...
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Weekly Update #10 - Colourful enemies
December 26, 2021
by
Akela Morse
#Weekly Update
First of all, merry Christmas everyone! This is the last update of the year, as 2021 is finally coming to a close, and it has been a very fruitful year for Seed of Life (pun intended). This week I’v...
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Retro vs Modern: how does Seed of Life combine the two
December 19, 2021
by
Akela Morse
#Designing Seed of Life
You may have heard me talk about it, or you may have read it on the front page, but I often said that Seed of Life is a game intended to feel retro, while using modern technologies, and retaining toda...
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Weekly Update #9 - Introducing a new character
December 12, 2021
by
Akela Morse
#Weekly Update
It would have taken me two weeks, but now I am finally done with the implementation of this new character. It started last week with a simple concept art, and it is now fully modeled, textured, and in...
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Weekly Update #8 - From Concept Art to Retopology
December 05, 2021
by
Akela Morse
#Weekly Update
Creating characters from start to finish is a very long process, because a lot of different disciplines are involved. It takes even longer when you’re on your own obviously. This week, I have been w...
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Weekly Update #7 - Back to tracks
November 28, 2021
by
Akela Morse
#Weekly Update
Making music is second nature to me, even outside video-games, thus it’s always a pleasure to get back working on Seed of Life ‘s soundtrack. This week I’ve been working on the three themes of t...
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Weekly Update #6 - Spent the week torturing Hope
November 21, 2021
by
Akela Morse
#Weekly Update
Don’t worry, no wolves were harmed during the making of this update. So, in order to make fighting enemies more interesting, I have been working on the implementation of various status condition tha...
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Weekly Update #5 - Treasure Hunting
November 14, 2021
by
Akela Morse
#Weekly Update
Ah, what’s a good ol’ 3D platformer without collectibles, right? Colloquially known as “collectathons”, the early 3D era was the breeding ground of those types of games, that would often invol...
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Weekly Update #4 - Fighting against Unity's timeline
November 07, 2021
by
Akela Morse
#Weekly Update
Last week I said finishing cutscene #3 was gonna be quick and easy, well turns out I was wrong. Although I did finished working on it yesterday, it still took me a whole week in the end, mostly becaus...
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Weekly Update #3 - Mocap is fun
October 31, 2021
by
Akela Morse
#Weekly Update
Because I was struggling with humanoid animations (for cutscenes mostly), I decided to invest in an Xbox kinect and other hardware in order to do some mocap. I received everything this week, and promp...
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Weekly Update #2 - Menus, Icons, and waiting for delivery
October 24, 2021
by
Akela Morse
#Weekly Update
Whoever said that animating humanoids was easier than animating quadrupeds was wrong . Well at least in my case I guess, but I’m having a hard time dealing with Unity’s humanoid animations for cut...
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Weekly Update #1 - Performance and Bugfixes
October 17, 2021
by
Akela Morse
#Weekly Update
This is my first weekly update. I’m gonna try to talk about the features and assets I create for Seed of Life once a week, to give you a glimpse of the progress I make. So, today’s update is mainl...
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Making enemies that are engaging and fun to fight
October 15, 2021
by
Akela Morse
#Designing Seed of Life
When I’m creating enemies for Seed of Life , I’m not interested in only making goofy-looking robots that just stand in your way, which you can get rid off by simply spamming the attack button. In...
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