Blaugust 2025: Dr M
Pretty much everything I’m working on for DRM is art right now, I’m trying to nail down the style I’m trying to achieve so there’s a fair bit being thrown out or filed for later and, well, just generally working out how on Molyneux’s green Earth I’m supposed to get this stuff from my head to the screen.
This is the first game where, a few effects aside, I’ll not be going the chonky pixel route with things so there’s a lot of stuff other people take for granted and have practised where I, bluntly, have not. It’s all a bit in the realms of learning stuff as I need to learn it and it’s genuinely fun to be doing. The slog, as ever with making things, comes with the actually finishing it.
When I first wanted to make an arena shooter in this way, I wasn’t anywhere near as comfortable with myself or any sort of process for it and it was really quite an overreach on my part. Needless to say, I ended up backing up and reverting to chonky pixels in order to get stuff done. There’s a lot of stuff that’s made the difference between then and now that I’ll maybe talk about some other time.
I’m running into my usual problem here that there isn’t that much in the way of reference material for what I want to do. Partly this is because my brain is broken and nobody could possibly want to plumb those same depths and part of it is working in a genre with a fairly small pool of games (relatively) to look at. It’s frustrating at times but it does give me regular opportunities to fall in love with what other people have been doing all over again and you can’t really knock that, can you?
Anyway, I needed a new logo and somehow it turned out a bit 1987 title sequence. If you wonder how, exactly, this whole art thing is going. As accidents go, I’m hoping for a few more of them.