
Firstborn: Enemy Breakdown Pt. 1
In this week's blog, we take a look at the two most basic enemies in Firstborn, how they behave in combat, and all the ways a player can turn the battlefield against them. The Drudge: Barely tolerated by their own kind, Drudges come from the lowest caste in Firstborn society. While they number among the least dangerous and accomplished of the Firstborn, Drudges can still pose a deadly threat to even the mightiest human warriors. Driven by savagery unfettered by training or re

Shader Capers: Palette Swapping
I have always struggled with colour in pixel art. Get a shade wrong here or there and an otherwise aesthetically-pleasing image can end up looking terrible. This is especially problematic when you realize something is wrong with the palette for a character. You may have completed dozens of animations (or worse, payed someone else to produce them for you), only to find that your colours just don't look quite right. Well, with enough time and patience, as well as a bit of beefy

Lessons From PAX AUS: The Rule of Cool
With the wild ride of PAX Aus 2016 behind me, it's time to start planning for the next stage of Firstborn's development. Before I do that, though, I thought it would be worthwhile to reflect on the lessons learned from my adventures at PAX and how those lessons will shape the future of Firstborn. I'll be the first to admit that Firstborn's combat hangs on a fairly unusual premise. Taking out enemies exclusively by using the environment is markedly different to the combat syst


First Pax
So my first PaxAUS has come and gone, leaving me both tired and exhausted. As someone who has never been to a con before I went in not knowing what to expect but was blown away by the enthusiasm of all the attendees and fellow game developers. I showcased my game Firstborn at the AIE caravan and delighted in watching people figure the game out. As a long time lover of challenging puzzle games and anything turn based I tried to make a game that I would enjoy playing that would