5
Aug

First Gameplay Clip

Hi again, Andy again. Today we’d like to share some very early gameplay footage and a few screenshots! The video is brief, but it shows some key features: Acrobatic platforming Grapple, Melee/Swordplay, and Throwing based combat Enemies as weapons Ease of traversal The enemy is a brute type flyer; a heavy weight enemy that can be grappled and somewhat steered. The […]

2
Aug

Introduction to Code

Hey y’all, I’m Dylan the lead programmer on this project. Being a programmer I don’t specialize in things that look “pretty”, but rather in the framework on which the “pretty” gets hung. This can make my posts rather unglamorous in the visual department. I want to make up for that in the one thing I’m […]

2
Aug

A love letter to the 32-bit era

Hi all, Andy here!   I’m from sunny South Florida and for the past 6 years I’ve worked at Vicarious Visions/Activision in upstate NY. There I made characters, toys, levels, props, destruction events, animations, etc. It was incredible to work with so many talented people!   Eventually cold winters got to me, so I left to follow my dream of running a studio […]

Adventures in Game Design

Hello and welcome to the developer blog for Jupiter Lighthouse Studio! Here we will document every step of the journey to make and release our first title as a new studio. We’ll cover the art, design, code, and even the business side of making games. Any goings on, good or bad, you can read about it here. So if you’re interested in how […]