Nirion » Blog

5 days, 8 hours ago
Over the past month I've been doing pretty much nothing except bug fixes and sound design. I'm getting closer to having a section of the game at a level that I'm happy to show off, but it's still probably a couple more weeks away. My process for fixing bugs and polishing the game is just playing through it, writing down stuff that needs to be fixed or improved, fixing those things mostly in the order that they were written down in, and then crossing those out once they're done. I've also been working on making sure the game works at ... Read More →

1 month ago
This update will be a fair bit shorter than usual due to being busy with Nirion's development, trying to get a polished demo done, and not having a lot of new things to show. Next month should be back to normal. This month I've mostly been working on a little more level design, reworking one of the bosses, the minimap and sound design. In this post I'll go over my approach to Nirion's minimap.


The minimap in Nirion looks like this:

As you can see, it roughly shows the shapes of rooms that have been discovered, uses colours to ... Read More →

2 months, 2 weeks ago
Over the past few weeks, I've been slowly going down my list of things to fix and improve for Nirion. One of the bigger tasks was to create a more generic and easy to use particle system solution. This ended up taking a week or two of my time, but so far it seems like it was worth it. Another big focus was on figuring out more interesting puzzle elements and improving level design overall. I believe the last few weeks of development have really gone a long way in making Nirion feel more like a complete game!

Generic Particle ... Read More →

3 months, 1 week ago
The last month or so of Nirion's development has been mainly focused on fixing obvious bugs and improving core functionality. I'm currently still trying to get the first area of the game at a level I'm happy with for a demo, but hopefully most of this work will go towards improving the entire game going forward.

Spatial Partitioning

One of the first things I did this month was a major change to the game's spatial partitioning. This code is used for broad phase collision detection, culling entities for rendering, querying tile data, and organizing the world into loadable "chunks". The ... Read More →

4 months, 3 weeks ago
Over the last few weeks I've been working on a variety of different aspects of Nirion. Probably the one that I spent the most time on recently was music and sound. So far I had been neglecting sound and music to an extent, having only gotten basic sine waves playing way back when I first started the project. It's a relief to have made some progress in this area, and I think I have a lot more confidence going forward. I've also updated the art, added a 3D effect for upgrades, and finished off a first pass of the first ... Read More →

5 months, 3 weeks ago
Nirion is a 2D action adventure game drawing heavy inspiration from mostly The Legend of Zelda: A Link To The Past and Super Metroid. I've always wanted to make my own games similar to these and in 2017 I started working on this game from scratch in C++, inspired by Handmade Hero. Originally the game was going to be a pretty complete "shoot em up" game modeled after relatively simple games like "1942", however I quickly switched to what Nirion is now, a top down action adventure game focusing on more complex combat and exploration. I figured that this would ... Read More →