DEV BLOG

A Scarily Busy Month

Happy October! I had actually intended to write this up earlier, but work, Mythlink, and general life stuff have kept me very busy this month. As predicted, I don’t have anything new or flashy to show off, but I can give just a brief overview of what I’ve been working on. I expect next month […]

The “True” September Update

A decision has finally been made! After being quite indecisive over the past few months I have made a choice on where to take Mythlink in the near future. While I may still pursue the “Puzzlelink, Gymlink, Speedlink” idea I previously pitched, I have decided that my primary objective is to actually finish the main […]

Short, Sweet, and Overdue

Sorry about the late post! I fully expected to have this up in August, but the person who helps me prototype matches was tied up and couldn’t help me until today. There will be another blog post later this month in keeping with the general one blog post per month schedule. July’s blog post had […]

Get Ready for a Long One

As mentioned last month, this blog post will go over some of the major scheduling changes which Mythlink will undergo along with some brief reasoning as to why. I will also be publishing this new roadmap to the Steam page so users from the platform can stay informed. GOOD NEWS AND NEW STUFF Before we […]

Finally! Some Flashy Stuff

Just as promised, this month will showcase four of the “active” abilities which can be equipped and used during Mythlink battles. An “active” ability is classified as any ability which requires a button press but is not related to movement, as those are classified as “movement” abilities. Why the distinction? Remember that only movement-class abilities […]

Happy Birthday Mythlink!

One year ago the first demo for Mythlink was released on Steam (well, kinda…there were some technical difficulties). A lot has happened in the past year and this month’s blog will take some time to look back on how far Mythlink has come. At the end we will cover a bit of an updated road […]

Heads Up! Displaying Battle Info

This month will be another brief blog post where how information is displayed to players during battle is detailed. One of the design goals of Mythlink has always been to try and keep things “believable” within the scope of VR. Elements of this can be seen through how the game is controlled- specifically through the […]

Hop, Skip, and A Jump

After last month’s break from some battle mechanics this month it is time for more fun stuff! Disclaimer that this blog post might be a bit tough to get through and will take a small amount of imagination to understand and really see how everything works. Two months ago basic movement in Mythlink was covered […]

Your Mythlink and You

As much as I would like to continue working and showing off the battle mechanics for Mythlink like I did last month, there is a little bit of housekeeping that needs to be taken care of first. So, in this blog I’ll be covering exactly how to get your mythlink primed and prepped for battle! […]

Let’s Get Moving!

That’s right, it’s time for the moment we’ve been waiting for since the inception of Mythlink…the beginning of actual monster battling mechanics! Obviously, it makes the most sense to start with how players will control the mythlinks in battle. But wait! We need to walk before we can run (get it? hahaha), this means setting […]

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