Match Shot Chimera's got 3 different render styles so far! I still need to pick a default...
I love that colored vector-lines look but I'm not sure it reads quite as easily as big flat colors.
I just released a demo for this here on itch.io!
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@tyrus
Match Shot Chimera's got 3 different render styles so far! I still need to pick a default...
I love that colored vector-lines look but I'm not sure it reads quite as easily as big flat colors.
I just released a demo for this here on itch.io!

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šI released an alpha demo for Match Shot Chimera!
https://tyrus.itch.io/match-shot-chimera
I'd love to know what you think so far. And maybe help me decide which of these styles to make the default?
My 1-4 player elemental brawler is out now!
š„šŖØIt's called Gelemental! šŖØš„
Play the preview here for free: https://tyrus.itch.io/gelemental
It's co-op or versus!
This is the second of 3 couch multiplayer games I'm releasing this week! I'm calling it Couch Island and I'm making a collection here for it. Maybe I'll find a better way to group them later, but I'll be sure to update that collection for the third release!
My 1-4 player co-op squirrel heist game is out now!
šæļø It's called Squandits! šæļø
Play it here for free (...or maybe... MORE than free, if you're feelin' it!)
a squirrel heist co-op platformer for 1-4 players
this is the first of 3 couch multiplayer games I'll be releasing this week! I hope you enjoy your time on... #CouchIsland? Can we call it that?
JARPUG new free demo is OUT NOW and adds SUPERHELL, where you can stack tons of hats and cool new mutations with NO weird side effects!
That's just how dogs look. You know this.
itchā¤ļø https://tyrus.itch.io/jarpug
wishlist on steamā¤ļø https://store.steampowered.com/app/2474010/JARPUG/
(playable in VR and NOT VR!)

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JARPUG alpha 0.5 is out now for Windows AND Meta Quest 2!
That was a hell of a port! I hope you like it.
jarpug.com
JARPUG on itch.io
JARPUG allows for turn based combat against loads of enemies without waiting longer. So I cranked the enemy count up and tested it.
There's UI clutter to fix, but the glorious mess resulting from this headcount helps a lot of the gameās design shine <3.Ā
Iāve been adding sounds to JARPUG and pumping up its battle effects!
Yes, JARPUG is coming to SteamVR
Got that #VR hand's danglin' goobits looking real nice. Plus an unexpected visitor.#JARPUG #gamedev #madewithunity pic.twitter.com/mUlQqhAtkf
ā Tyrus Peace (@TyrusPeace) May 16, 2022
full post: Floating Island Games Devlog https://ift.tt/OJ4xPHY
Boosting Battles: combos, bombs and movement
I've had the goal of arbitrary move combos in JARPUG since day 1. Initially I daydreamed that it'd be entirely based on accurate positioning of your teammates, but the movement system and emphasis on dodging don't really play well with that, especially since characters do the very normal JRPG thing of moving toward their target for normal attacks, any way! There's no reason to make it more complicated for combos.
full post: Floating Island Games Devlog https://ift.tt/cy6Zvwu

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I've been meaning to post more short-form blog posts for a while, as I've not managed to post the longer dev logs I'm used to. It's time for some catchup, though! I've been working on Pet Hell for a while now. Here's a year or so of progress on that.
JULY-AUGUST 2019 DEVLOG: GHOST LABS, ITEM SLINGSHOT, BATTLESCOOTS
GHOST HOLE
I spent a week on this. Oops.
TARDINESS
I was hoping to have the next release of JARPUG out by August! It's no longer August. Sorry about that! I was intentionally unambitious with that schedule, but it wasn't enough time. I forgot to plan for the baby's 4 month sleep progression. Baby's sleeping like a newborn again. That's pretty bad.
[READ THE REST OF THIS DEVLOG BY CLICKIN HERE]
Septober 2018 Devlog
āSeptemberā Devlog. Ideally this would go up nearer the end of September than the middle of October. SEPTOBER IT IS. I was supposed to buckle down and work on JARPUGās level editor. And I did!
But my game design and development workflow changed. My todo list got swole.
Also I got so mad at tumblr I made a new website for the devlog.
[CLICK HERE TO READ THE THRILLING NEW DEVLOG ABOUT JARPUGāS LEVEL EDITOR]
August 2018 Devlog
This month I worked on a lot of UI and stat storing stuff. So it was a kinda rough month!
JARPUG needs a sturdy foundation of numbers and stats to play well, and it needs plenty of UI, too! But Iāll try to share that schedule space with something thatās a bit more fun to work on in the future, because ouch.
Battle UI improvements!
I wanted a more hand-drawn style for the battle UI. That meant making a font out of my own handwriting, making hand-drawn nine-part button art, and implementing a wobbly line renderer!
Wobbly lines are implemented by scrolling through rows of a blurred noise texture and perturbing vertices accordingly. The blur serves as a baked interpolation between frame_ and_ adjacent vertices!
I ended up using Calligraphr to make separate fonts for text display and JARPUGās very own icons font for stats and stuff.
The UI for picking battle skills is now about stances first, as all skills are specific to the characterās stance, any way. I hope for this to make that connection more obvious for the player, and it also serves as a spot to highlight the stat bonuses provided by each stance. I was nervous about having stats change based on stance as it could be restrictive. Iāve decided itās worth the depth to try. It might work well with the right character/stance designs!
The battle menu also now stays within a maximum range from the player, so they can always read and poke that menuās buttons in VR. Players still need to pan the camera to target enemies if theyāre far from them, but can now stay focused on targets instead of physically scooting back and forth between menus.
I also implemented a battle initiative ānext upā UI. This was a great way to find annoying bugs in my actual battle initiative logic. I spent a lot of time fixing those.
I made a little headshot system for taking photos of each character at the start of battle. It was a fun solution to the problem. I also plan to differentiate similar enemies with glamorous decor in the future. Then those headshots will make for a clearer UI!
RPG STUFF! Separating stats and skill code from characters
In the initial prototype, character skills and stats were separate classes from the actual character, of course! But skills and stats were still manually entered into the character, and JARPUG needs them to live in their own database that can be updated when players level up, progress in skill trees, and change their equipment.
So thereās now a separate āCharacterDataā class for storing stats, skills, and eventually equipment. Thatāll be punted around as needed to get characters ready for battle, populate menus with the correct stats, etc.
I plan to make this serializeable to json like much of the rest of JARPUGās stuff, for save files and future mod-ability. Iāve kept their contents simple and numeric for that. Right now itās just a pile of ScriptableObject assets I edit in Unity to define the default stats for each character.
I also updated stats to support any number of modifiers applied to them by character stances, skills, and equipment. And while I havenāt yet designed the leveling system, itāll also be much easier to level-up and save stats now that they live in their own database.
I feel good about the decisions and systems Iāve made, but Iāve really slowed down in the last couple weeks. Itās tough for me to put in a lot of continuous time on design work. My schedule makes that physically difficult and that long design work feels more like staring into space than work. I move on to other things.
Thatās dumb and bad.
When code design is hamstrung by game design
I can often get away with prototyping my way through the design of things Iām unsure of in game dev; especially in something more actiony and less numbers-based! But these are early days and this is the backbone of JARPUGās logic and design. If I donāt design this, thereās not much else to do.
Design paralysis is at its worst when features require interlocked systems to operate properly. And there are many systems that hunger for crunchy algorithmic design in a JRPG. Stats, damage, leveling, skill trees, equipment, and all that other magic RPG sauce. Thatās a lot of decisions that all interact with each other in fun ways.
From a design standpoint itās also a lot of systems that could depend on each other in ways that make them difficult to change. Assuming Iāll make some bad design decisions is my usual approach. I make all of these different systems relatively modular. Then I can change parts of my design later if itās not fun.
While throwing away things that donāt work is great, a discarded implementation still takes a lot of time and effort. One of the nice parts of working alone is that other people arenāt waiting on my design work. I can use this modularity to delay the implementation of huge scary tasks, like skill trees, until Iāve got time to make a good design.
And then Iāll sit down for those long hours and stare at the page, the scribble, the scratch, until itās done.
July 2018 Devlog
This month I wanted to ensure that JARPUGās battle mode worked well for multiple player characters. That required work on a few different things.
Character design for a new dog! GREYPOUND / BOLTHOUND
Like JARPUG / PUGJAR, this brave dog can shift between two different stances, wielding a car battery and sturdy antenna to get violent things done in an exciting variety of ways!
These characters have variable shoulder positions and widths as theyāre created by a fairly flexible character creator. That makes two-handed weapons a complicated thing to animate! I ended up programming a weapon holding system that aligns my dogsā noodly arm bones with bezier curves ending in the desired hand positions.
Itās no cure-all; I still need to be careful that the meshes following those bones donāt get mangled by these relatively arbitrary arm lengths and positions. But now I can share weapon animations across a wide array of dog shapes and sizes!
Battle design: Bending time, scampering dogs
In JARPUG you run around between turns before choosing the actions for your next character. It feels actiony and adds a nice layer of positioning strategy for avoiding attacks, grouping up for defensive spells, etc.
Running around in a turn-based battle is simple with a single character, but things get complicated with multiple characters. How do I ensure every character has enough time to run around between turns? How do I keep things from being too slow when every player character has move turns and performs actions in battle?
Most JRPGs with this sort of ārun around on the fieldā battle action solve these issues by giving the player control of one character while AI teammates run around and choose their own actions in real time. That gives the games an actiony MMO feel. Thatās not my goal for JARPUG.
In JARPUG I want players to run around between turns without giving up explicit control of their party. But I donāt want it to take forever or leave characters standing around hapless and helpless while youāre controlling someone else. I implemented new battle time and movement systems get that done.
Battle time system
To ensure every character gets a good amount of time to move without freezing the action, a new battle time system figures out turn order based on character stats and then adds gap times between turns.
So while the characters are all scampering and dodging in real time, theyāre also guaranteed a minimum amount of time between turns for moving. I think itās a pretty simple and intuitive system for players. Hopefully they wonāt notice it much at all.
It sure was a pain to update everything from the old āactive time battleā style system, though.
A nice bonus of this is that Iāve got an easy way to calculate the turn order for the next several turns and could show that in UI somewhere. Thatās a personal favorite strategy element of mine in turn-based battles.
Battle movement system
Thanks to the new battle time system, I always know which party member is ānext upā in the initiative and can give the player movement control over them until itās time to choose an action. During that time theyāre directly controlling that characterās movement and can also command their teammates to group/scatter.
The AI for teammate movement is as simple as I can manage. I want it to feel fast and predictable for the player. Itās not as accurate as individual joystick controls would be, but itās simple and gives you quick ways to move teammates out of harmās way.
Iād like to name those commands āshoo!ā and āhere doggy!ā, but keeping this readable for VR necessitates things be clear without extra explanatory text. UI design is heartbreaking sometimes :(.
While itās tempting to force āhard strategyā on the player by adding friendly fire for area attacks or āhazard zoneā style attacks, the team movement controls probably arenāt going to be precise enough for that to be fun. Just avoiding enemy area attacks and trying to stay in ābuff zonesā should keep folks busy enough!
New battle background
The old battle background was tiny and complicated. I simplified it while making things more circular and spacious. Iāve still got some decisions to make about camera distance and battleground size, though. The current up-close camera feels great in VR, but it could complicate strategizing.
I think next month will also be spent working on battle stuff, with a dash of character stats injection. Iām hoping to create actual unique attacks for each player character and start doing a better job of differentiating their different stances, both in UI and gameplay.
Bye!

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June 2018 Devlog: #1!
Oh, first blog post! This is about my dev work on JARPUG. JARPUG is a JRPG starring a pug with a jar on its head, made for VR. Hereās some old footage from LVLUP Expo in early May:
That expo served as an excellent deadline for focusing on controls and gameplay after piddling around with various back-end systems for months before. My friends drove over from Phoenix to help, and people liked the game! I was able to make big tweaks to gameplay and get fairly immediate feedback. It was good.
Also, Japanese Curry Zenās in Vegas. Jeez. Any excuse for that. A Japanese curry house is a wonderful thing and theyāre the best Iāve been to.
About that game though
JARPUGās gameplay style paddles in the same pool as many Japanese role-playing games. The player explores the world to find things and progress the story. Theyāll run into occasional turn-based battles. JARPUG applies a bit of an actiony tilt to these ideas.
In JARPUGās exploration sections, youāll be able to jump around to explore the world and solve puzzles.
You can swap your brave pug from JARPUG to PUGJAR mode. At LVL UP Expo it was mostly useless while exploring, but now you can use it for various jar-based challenges!
Things like rolling down ramps to launch over gaps, floating through water, or just rolling over spikes. Standard jar stuff.
In JARPUGās battles you can run your characters around to position them and avoid attacks.
A battle menu pops open when itās time to do some moves. You can quickly tap your controller to use them or poke things with your VR fingers if youāre feelinā wild. You can also swap to PUGJAR mode for a more defensive move selection.
Itās been like two months so
In the last month or so Iāve been working on things to improve puzzles in the world. Things like spikes, ramps, switches, and water are all new since May and should be a big help when trying to design interesting challenges for the player.
But the most important thing I made lately is a bunch of tools that make it easier to generate INFINITE DOGS.
Myriad puppers is certainly an appealing thing on its own, but itāll also make level creation quicker. Iāve made things like dog size and dimensions editable, so I can generate those long dogs you crave.
Iāll try to make devlogs a monthly thing, but feel free to check my JARPUG tweets for more frequent, tiny updates.
Obviously things are very early, but Iām several months into this project. Iāve spent a lot of time working on back-end stuff like level editing tools and character creation. Iāve got other big editor tasks ahead of me still, but I plan to spend much of the next month working on improving battle mode. The current prototype is encouraging, but I want to be sure I can expand on those ideas and keep things fun with multiple player characters.
Bye!
My first devlog for JARPUG! Yay!