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    <title>Devlogs on Pixel Kitty</title>
    <link>https://www.pixelkitty.org/devlog/</link>
    <description>Recent content in Devlogs on Pixel Kitty</description>
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    <item>
      <title>Chasing Elysium - February 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/002-february/</link>
      <pubDate>Sat, 28 Feb 2026 00:00:00 +0000</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/002-february/</guid>
      
      <description>&lt;p&gt;Month 2 of this dev cycle, which means working on actual new content! And as it turns out a few other features that I need in order to fully implement that content.&lt;/p&gt;
&lt;h2 id=&#34;features&#34;&gt;Features&lt;/h2&gt;
&lt;h3 id=&#34;dialogue-auto-advance&#34;&gt;Dialogue Auto-Advance&lt;/h3&gt;
&lt;p&gt;Dialogue boxes can now auto-advance! This is a flag set on individual dialogue boxes, though I may eventually add the option to enable this for all dialogue in the settings.&lt;/p&gt;
&lt;h3 id=&#34;walk-n-talks&#34;&gt;Walk &amp;rsquo;n&amp;rsquo; Talks&lt;/h3&gt;
&lt;p&gt;The above enabled walk &amp;rsquo;n&amp;rsquo; talks! And attached to walk &amp;rsquo;n&amp;rsquo; talks, I also added the ability to forcibly slow the player down. While I don&amp;rsquo;t want to use this too much (really only if it makes sense narratively), it is a way to give more time for walk &amp;rsquo;n&amp;rsquo; talks to play out. The other aspect of giving them time to play out is to just&amp;hellip; design the areas well so there&amp;rsquo;s less chance of them getting interrupted.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - January 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/001-january/</link>
      <pubDate>Mon, 02 Feb 2026 15:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/001-january/</guid>
      
      <description>&lt;p&gt;My development cycle is shifting a little bit! Now that I have a couple of prototypes under my belt and feedback from friends, I&amp;rsquo;m shifting into a 3 month cycle for new builds.&lt;/p&gt;
&lt;p&gt;Month 1 is new features, functionality, and refactoring. Month 2 is new content. Month 3 is assets such as graphics and &lt;em&gt;eventually&lt;/em&gt; audio (I&amp;rsquo;m trying to learn piano and music composition! it&amp;rsquo;s hard but i want to do it!). Month 3 will also include polish, any last minute bug fixes, and play testing to prepare for an alpha build to distribute to friends.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #012</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-012/</link>
      <pubDate>Fri, 05 Dec 2025 16:47:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-012/</guid>
      
      <description>&lt;p&gt;I released the v0.0.1 prototype to friends last month! Got some feedback which was greatly appreciated, both praise for things going well and information on things I need to improve. A new v0.0.2 prototype just went out to friends with this month&amp;rsquo;s updates. I hope to put out a prototype every 3 months or so from here on.&lt;/p&gt;
&lt;p&gt;Now then, let&amp;rsquo;s go over the things I&amp;rsquo;ve done this month!&lt;/p&gt;
&lt;h2 id=&#34;refactoring&#34;&gt;Refactoring&lt;/h2&gt;
&lt;p&gt;Oh hey more of this refactoring business. When I was wrapping up the prototype last month, I learned a few things about Godot and ran into some pain points with my code, particularly with putting cutscenes together. The first three days of the month were therefore dedicated to a bit of refactoring and reorganization.&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - Devlog #011</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-011/</link>
      <pubDate>Sun, 30 Nov 2025 15:24:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-011/</guid>
      
      <description>&lt;p&gt;Hey all, it&amp;rsquo;s time for the November 2025 devlog!&lt;/p&gt;
&lt;h2 id=&#34;writing&#34;&gt;Writing&lt;/h2&gt;
&lt;p&gt;I finally got around to getting some of the writing for the game down in an actual tangible format. I have the prologue and chapters 1, 2, 9, and 10 outlined in some detail. Skeletons exist for chapters 3, 4, 5, and 6. I also have a particular aspect of the story that will be present in chapters 2 - 10 outlined in some detail as well. Chapters 1 - 10 will comprise &amp;ldquo;Act 1&amp;rdquo;.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #010</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-010/</link>
      <pubDate>Fri, 31 Oct 2025 16:23:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-010/</guid>
      
      <description>&lt;p&gt;Hey all! It&amp;rsquo;s the end of the month so I figured I&amp;rsquo;d try writing up a little recap of everything I did for my game, Chasing Elysium, over the course of the month. I imagine this will be a good way to really get a feel for just how much progress I am actually making.&lt;/p&gt;
&lt;p&gt;Honestly, there is a chance I might just switch the devlogs to being monthly instead of weekly. Weekly is a lot! Monthly feels like I&amp;rsquo;d actually have something substantial to say!&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - Devlog #009</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-009/</link>
      <pubDate>Sun, 26 Oct 2025 19:20:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-009/</guid>
      
      <description>&lt;p&gt;Taking a break from the game itself to work on the dialogue editor! This week I rewrote the code for loading the cutscene/dialogue files, and I expanded it to include saving files. The new setup is much more maintainable and extensible I believe, and I should be able to just drop it in any project that might use the format. I will need to rewrite the handling in the game itself to bridge the file handling with the actual dialogue engine in-game, but that shouldn&amp;rsquo;t be too difficult.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #008</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-008/</link>
      <pubDate>Mon, 20 Oct 2025 16:26:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-008/</guid>
      
      <description>&lt;p&gt;Busy week!&lt;/p&gt;
&lt;p&gt;More combat work! I finished reworking attacks to be AnimationPlayer based, which will provide all the flexibility we need in designing them. I&amp;rsquo;ll need to extend the attack API over time to allow for more types of attacks, but that can come as needed. Currently the only supported type of attack is a direct attack with infinite range.&lt;/p&gt;
&lt;p&gt;Additionally, I implemented attack cooldowns! It is now impossible to use a second attack while a previous one is playing out, and there will be some time before you can use an attack again after using it the first time. You&amp;rsquo;ll need to plan your attacks, no spamming them!&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - Devlog #007</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-007/</link>
      <pubDate>Mon, 13 Oct 2025 19:55:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-007/</guid>
      
      <description>&lt;p&gt;Managed to get combat fully working this week!&lt;/p&gt;
&lt;p&gt;I then promptly broke it on purpose. Going to be doing a lot of refactoring in order to make combat extensible and&amp;hellip; interesting, we&amp;rsquo;ll say.&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;m hoping to have the refactor done by the end of this week. When it&amp;rsquo;s done, the system should allow me to make complex, animated, and nuanced attacks for both the player and for enemies. I&amp;rsquo;ll also be able to extend to more types of attacks as development continues.&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - Devlog #006</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-006/</link>
      <pubDate>Sun, 05 Oct 2025 20:14:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-006/</guid>
      
      <description>&lt;p&gt;This week I continued working on the combat UI. It now displays when you enter combat and hides when you exit combat, as it should. I also implemented the code for it to be adjusted by the player. So now it&amp;rsquo;s starting to look and function properly! I also got the combat controls themselves implemented. At some point I will add control remapping, but that&amp;rsquo;ll come later.&lt;/p&gt;
&lt;p&gt;Next week, possibly even tomorrow, I will hopefully have a working combat encounter. The enemies won&amp;rsquo;t attack or anything, they&amp;rsquo;ll just stand there and take the hits until they die. But! If it works, then I can start to build on it!&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - Devlog #005</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-005/</link>
      <pubDate>Sun, 28 Sep 2025 17:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-005/</guid>
      
      <description>&lt;p&gt;This was a slow week for a few different reasons. Don&amp;rsquo;t worry about it. The big thing is I&amp;rsquo;ve been setting the website up. I did however make some progress!&lt;/p&gt;
&lt;p&gt;Namely I started working on the combat UI and I tested the targeting code. Targeting code worked nearly perfectly, just needed one fix. May need polish later but that&amp;rsquo;s for later, the important thing for now is it&amp;rsquo;s functional.&lt;/p&gt;
&lt;p&gt;There is one thing I really want to get working on the website that won&amp;rsquo;t affect y&amp;rsquo;all but will affect me. I&amp;rsquo;m gonna try a few more days to get it working. If I fail by&amp;hellip; Wednesday or so, I&amp;rsquo;ll go back to working on the game.&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - Devlog #004</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-004/</link>
      <pubDate>Sun, 21 Sep 2025 18:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-004/</guid>
      
      <description>&lt;p&gt;I made more progress than expected this week, despite recovering from my bike crash! Unfortunately none of it is in a state where it can be tested yet.&lt;/p&gt;
&lt;h2 id=&#34;combat---movement&#34;&gt;Combat - Movement&lt;/h2&gt;
&lt;p&gt;I implemented the movement code for the player while they&amp;rsquo;re in combat! The player has three movement speeds while in combat. They move fastest when moving towards the targeted enemy, slower when strafing the enemy, and slowest when moving away from the enemy.&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - Devlog #003</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-003/</link>
      <pubDate>Wed, 10 Sep 2025 16:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-003/</guid>
      
      <description>&lt;p&gt;This is a day late cause I crashed my bike a couple days ago! I&amp;rsquo;m resting and healing, but this coming week I probably won&amp;rsquo;t get much done.&lt;/p&gt;
&lt;h2 id=&#34;intro-cutscene&#34;&gt;Intro Cutscene&lt;/h2&gt;
&lt;p&gt;I got the rough (and I mean &lt;em&gt;rough&lt;/em&gt;) draft of the first part of the opening cutscene done. I&amp;rsquo;m happy with it! It looks pretty bad, but the important thing is it &lt;em&gt;exists&lt;/em&gt;. I can improve upon it as development continues. What immediately follows this segment is the combat tutorial, which means&amp;hellip;&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - Devlog #002</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-002/</link>
      <pubDate>Sun, 07 Sep 2025 16:33:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-002/</guid>
      
      <description>&lt;p&gt;Second week of Trying Very Hard To Actually Commit To Making This Game. So what did I do this week?&lt;/p&gt;
&lt;h2 id=&#34;planning&#34;&gt;Planning&lt;/h2&gt;
&lt;p&gt;I know roughly how I want the combat system to work and made some notes - stats, calculations, rough implementation outline, etc. I&amp;rsquo;ll start implementing it fairly soon, after I finish the current Big Task.&lt;/p&gt;
&lt;h2 id=&#34;setting-up-private-git&#34;&gt;Setting Up Private Git&lt;/h2&gt;
&lt;p&gt;I haven&amp;rsquo;t actually been putting my work into a git repository, which is not very smart of me. I got a private git repo set up and made a bunch of individual commits corresponding to individual features I&amp;rsquo;ve added. This should also allow me to do work on my laptop when I&amp;rsquo;m out of the house.&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - Devlog #001</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-001/</link>
      <pubDate>Sun, 31 Aug 2025 02:28:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-001/</guid>
      
      <description>&lt;p&gt;Welcome to a devlog! I&amp;rsquo;m going to &lt;em&gt;attempt&lt;/em&gt; to doing a weekly log on what I&amp;rsquo;ve been working on for my game, Chasing Elysium. Progress will unfortunately be on the slower side, as I also have a full time job doing physical labor and I have my Let&amp;rsquo;s Plays and my raid group. I am very busy! But I want to get this game made.&lt;/p&gt;
&lt;p&gt;So! What did I do this week?&lt;/p&gt;</description>
      
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    <title>Devlogs on Pixel Kitty</title>
    <link>https://www.pixelkitty.org/devlog/</link>
    <description>Recent content in Devlogs on Pixel Kitty</description>
    <generator>Hugo -- gohugo.io</generator>
    <language>en-us</language>
    <lastBuildDate>Sat, 28 Feb 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://www.pixelkitty.org/devlog/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>Chasing Elysium - February 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/002-february/</link>
      <pubDate>Sat, 28 Feb 2026 00:00:00 +0000</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/002-february/</guid>
      
      <description>&lt;p&gt;Month 2 of this dev cycle, which means working on actual new content! And as it turns out a few other features that I need in order to fully implement that content.&lt;/p&gt;
&lt;h2 id=&#34;features&#34;&gt;Features&lt;/h2&gt;
&lt;h3 id=&#34;dialogue-auto-advance&#34;&gt;Dialogue Auto-Advance&lt;/h3&gt;
&lt;p&gt;Dialogue boxes can now auto-advance! This is a flag set on individual dialogue boxes, though I may eventually add the option to enable this for all dialogue in the settings.&lt;/p&gt;
&lt;h3 id=&#34;walk-n-talks&#34;&gt;Walk &amp;rsquo;n&amp;rsquo; Talks&lt;/h3&gt;
&lt;p&gt;The above enabled walk &amp;rsquo;n&amp;rsquo; talks! And attached to walk &amp;rsquo;n&amp;rsquo; talks, I also added the ability to forcibly slow the player down. While I don&amp;rsquo;t want to use this too much (really only if it makes sense narratively), it is a way to give more time for walk &amp;rsquo;n&amp;rsquo; talks to play out. The other aspect of giving them time to play out is to just&amp;hellip; design the areas well so there&amp;rsquo;s less chance of them getting interrupted.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - January 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/001-january/</link>
      <pubDate>Mon, 02 Feb 2026 15:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/001-january/</guid>
      
      <description>&lt;p&gt;My development cycle is shifting a little bit! Now that I have a couple of prototypes under my belt and feedback from friends, I&amp;rsquo;m shifting into a 3 month cycle for new builds.&lt;/p&gt;
&lt;p&gt;Month 1 is new features, functionality, and refactoring. Month 2 is new content. Month 3 is assets such as graphics and &lt;em&gt;eventually&lt;/em&gt; audio (I&amp;rsquo;m trying to learn piano and music composition! it&amp;rsquo;s hard but i want to do it!). Month 3 will also include polish, any last minute bug fixes, and play testing to prepare for an alpha build to distribute to friends.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #012</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-012/</link>
      <pubDate>Fri, 05 Dec 2025 16:47:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-012/</guid>
      
      <description>&lt;p&gt;I released the v0.0.1 prototype to friends last month! Got some feedback which was greatly appreciated, both praise for things going well and information on things I need to improve. A new v0.0.2 prototype just went out to friends with this month&amp;rsquo;s updates. I hope to put out a prototype every 3 months or so from here on.&lt;/p&gt;
&lt;p&gt;Now then, let&amp;rsquo;s go over the things I&amp;rsquo;ve done this month!&lt;/p&gt;
&lt;h2 id=&#34;refactoring&#34;&gt;Refactoring&lt;/h2&gt;
&lt;p&gt;Oh hey more of this refactoring business. When I was wrapping up the prototype last month, I learned a few things about Godot and ran into some pain points with my code, particularly with putting cutscenes together. The first three days of the month were therefore dedicated to a bit of refactoring and reorganization.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #011</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-011/</link>
      <pubDate>Sun, 30 Nov 2025 15:24:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-011/</guid>
      
      <description>&lt;p&gt;Hey all, it&amp;rsquo;s time for the November 2025 devlog!&lt;/p&gt;
&lt;h2 id=&#34;writing&#34;&gt;Writing&lt;/h2&gt;
&lt;p&gt;I finally got around to getting some of the writing for the game down in an actual tangible format. I have the prologue and chapters 1, 2, 9, and 10 outlined in some detail. Skeletons exist for chapters 3, 4, 5, and 6. I also have a particular aspect of the story that will be present in chapters 2 - 10 outlined in some detail as well. Chapters 1 - 10 will comprise &amp;ldquo;Act 1&amp;rdquo;.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #010</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-010/</link>
      <pubDate>Fri, 31 Oct 2025 16:23:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-010/</guid>
      
      <description>&lt;p&gt;Hey all! It&amp;rsquo;s the end of the month so I figured I&amp;rsquo;d try writing up a little recap of everything I did for my game, Chasing Elysium, over the course of the month. I imagine this will be a good way to really get a feel for just how much progress I am actually making.&lt;/p&gt;
&lt;p&gt;Honestly, there is a chance I might just switch the devlogs to being monthly instead of weekly. Weekly is a lot! Monthly feels like I&amp;rsquo;d actually have something substantial to say!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #009</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-009/</link>
      <pubDate>Sun, 26 Oct 2025 19:20:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-009/</guid>
      
      <description>&lt;p&gt;Taking a break from the game itself to work on the dialogue editor! This week I rewrote the code for loading the cutscene/dialogue files, and I expanded it to include saving files. The new setup is much more maintainable and extensible I believe, and I should be able to just drop it in any project that might use the format. I will need to rewrite the handling in the game itself to bridge the file handling with the actual dialogue engine in-game, but that shouldn&amp;rsquo;t be too difficult.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #008</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-008/</link>
      <pubDate>Mon, 20 Oct 2025 16:26:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-008/</guid>
      
      <description>&lt;p&gt;Busy week!&lt;/p&gt;
&lt;p&gt;More combat work! I finished reworking attacks to be AnimationPlayer based, which will provide all the flexibility we need in designing them. I&amp;rsquo;ll need to extend the attack API over time to allow for more types of attacks, but that can come as needed. Currently the only supported type of attack is a direct attack with infinite range.&lt;/p&gt;
&lt;p&gt;Additionally, I implemented attack cooldowns! It is now impossible to use a second attack while a previous one is playing out, and there will be some time before you can use an attack again after using it the first time. You&amp;rsquo;ll need to plan your attacks, no spamming them!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #007</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-007/</link>
      <pubDate>Mon, 13 Oct 2025 19:55:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-007/</guid>
      
      <description>&lt;p&gt;Managed to get combat fully working this week!&lt;/p&gt;
&lt;p&gt;I then promptly broke it on purpose. Going to be doing a lot of refactoring in order to make combat extensible and&amp;hellip; interesting, we&amp;rsquo;ll say.&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;m hoping to have the refactor done by the end of this week. When it&amp;rsquo;s done, the system should allow me to make complex, animated, and nuanced attacks for both the player and for enemies. I&amp;rsquo;ll also be able to extend to more types of attacks as development continues.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #006</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-006/</link>
      <pubDate>Sun, 05 Oct 2025 20:14:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-006/</guid>
      
      <description>&lt;p&gt;This week I continued working on the combat UI. It now displays when you enter combat and hides when you exit combat, as it should. I also implemented the code for it to be adjusted by the player. So now it&amp;rsquo;s starting to look and function properly! I also got the combat controls themselves implemented. At some point I will add control remapping, but that&amp;rsquo;ll come later.&lt;/p&gt;
&lt;p&gt;Next week, possibly even tomorrow, I will hopefully have a working combat encounter. The enemies won&amp;rsquo;t attack or anything, they&amp;rsquo;ll just stand there and take the hits until they die. But! If it works, then I can start to build on it!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #005</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-005/</link>
      <pubDate>Sun, 28 Sep 2025 17:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-005/</guid>
      
      <description>&lt;p&gt;This was a slow week for a few different reasons. Don&amp;rsquo;t worry about it. The big thing is I&amp;rsquo;ve been setting the website up. I did however make some progress!&lt;/p&gt;
&lt;p&gt;Namely I started working on the combat UI and I tested the targeting code. Targeting code worked nearly perfectly, just needed one fix. May need polish later but that&amp;rsquo;s for later, the important thing for now is it&amp;rsquo;s functional.&lt;/p&gt;
&lt;p&gt;There is one thing I really want to get working on the website that won&amp;rsquo;t affect y&amp;rsquo;all but will affect me. I&amp;rsquo;m gonna try a few more days to get it working. If I fail by&amp;hellip; Wednesday or so, I&amp;rsquo;ll go back to working on the game.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #004</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-004/</link>
      <pubDate>Sun, 21 Sep 2025 18:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-004/</guid>
      
      <description>&lt;p&gt;I made more progress than expected this week, despite recovering from my bike crash! Unfortunately none of it is in a state where it can be tested yet.&lt;/p&gt;
&lt;h2 id=&#34;combat---movement&#34;&gt;Combat - Movement&lt;/h2&gt;
&lt;p&gt;I implemented the movement code for the player while they&amp;rsquo;re in combat! The player has three movement speeds while in combat. They move fastest when moving towards the targeted enemy, slower when strafing the enemy, and slowest when moving away from the enemy.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #003</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-003/</link>
      <pubDate>Wed, 10 Sep 2025 16:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-003/</guid>
      
      <description>&lt;p&gt;This is a day late cause I crashed my bike a couple days ago! I&amp;rsquo;m resting and healing, but this coming week I probably won&amp;rsquo;t get much done.&lt;/p&gt;
&lt;h2 id=&#34;intro-cutscene&#34;&gt;Intro Cutscene&lt;/h2&gt;
&lt;p&gt;I got the rough (and I mean &lt;em&gt;rough&lt;/em&gt;) draft of the first part of the opening cutscene done. I&amp;rsquo;m happy with it! It looks pretty bad, but the important thing is it &lt;em&gt;exists&lt;/em&gt;. I can improve upon it as development continues. What immediately follows this segment is the combat tutorial, which means&amp;hellip;&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #002</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-002/</link>
      <pubDate>Sun, 07 Sep 2025 16:33:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-002/</guid>
      
      <description>&lt;p&gt;Second week of Trying Very Hard To Actually Commit To Making This Game. So what did I do this week?&lt;/p&gt;
&lt;h2 id=&#34;planning&#34;&gt;Planning&lt;/h2&gt;
&lt;p&gt;I know roughly how I want the combat system to work and made some notes - stats, calculations, rough implementation outline, etc. I&amp;rsquo;ll start implementing it fairly soon, after I finish the current Big Task.&lt;/p&gt;
&lt;h2 id=&#34;setting-up-private-git&#34;&gt;Setting Up Private Git&lt;/h2&gt;
&lt;p&gt;I haven&amp;rsquo;t actually been putting my work into a git repository, which is not very smart of me. I got a private git repo set up and made a bunch of individual commits corresponding to individual features I&amp;rsquo;ve added. This should also allow me to do work on my laptop when I&amp;rsquo;m out of the house.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #001</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-001/</link>
      <pubDate>Sun, 31 Aug 2025 02:28:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-001/</guid>
      
      <description>&lt;p&gt;Welcome to a devlog! I&amp;rsquo;m going to &lt;em&gt;attempt&lt;/em&gt; to doing a weekly log on what I&amp;rsquo;ve been working on for my game, Chasing Elysium. Progress will unfortunately be on the slower side, as I also have a full time job doing physical labor and I have my Let&amp;rsquo;s Plays and my raid group. I am very busy! But I want to get this game made.&lt;/p&gt;
&lt;p&gt;So! What did I do this week?&lt;/p&gt;</description>
      
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    <description>Recent content in Devlogs on Pixel Kitty</description>
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    <item>
      <title>Chasing Elysium - February 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/002-february/</link>
      <pubDate>Sat, 28 Feb 2026 00:00:00 +0000</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/002-february/</guid>
      
      <description>&lt;p&gt;Month 2 of this dev cycle, which means working on actual new content! And as it turns out a few other features that I need in order to fully implement that content.&lt;/p&gt;
&lt;h2 id=&#34;features&#34;&gt;Features&lt;/h2&gt;
&lt;h3 id=&#34;dialogue-auto-advance&#34;&gt;Dialogue Auto-Advance&lt;/h3&gt;
&lt;p&gt;Dialogue boxes can now auto-advance! This is a flag set on individual dialogue boxes, though I may eventually add the option to enable this for all dialogue in the settings.&lt;/p&gt;
&lt;h3 id=&#34;walk-n-talks&#34;&gt;Walk &amp;rsquo;n&amp;rsquo; Talks&lt;/h3&gt;
&lt;p&gt;The above enabled walk &amp;rsquo;n&amp;rsquo; talks! And attached to walk &amp;rsquo;n&amp;rsquo; talks, I also added the ability to forcibly slow the player down. While I don&amp;rsquo;t want to use this too much (really only if it makes sense narratively), it is a way to give more time for walk &amp;rsquo;n&amp;rsquo; talks to play out. The other aspect of giving them time to play out is to just&amp;hellip; design the areas well so there&amp;rsquo;s less chance of them getting interrupted.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - January 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/001-january/</link>
      <pubDate>Mon, 02 Feb 2026 15:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/001-january/</guid>
      
      <description>&lt;p&gt;My development cycle is shifting a little bit! Now that I have a couple of prototypes under my belt and feedback from friends, I&amp;rsquo;m shifting into a 3 month cycle for new builds.&lt;/p&gt;
&lt;p&gt;Month 1 is new features, functionality, and refactoring. Month 2 is new content. Month 3 is assets such as graphics and &lt;em&gt;eventually&lt;/em&gt; audio (I&amp;rsquo;m trying to learn piano and music composition! it&amp;rsquo;s hard but i want to do it!). Month 3 will also include polish, any last minute bug fixes, and play testing to prepare for an alpha build to distribute to friends.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #012</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-012/</link>
      <pubDate>Fri, 05 Dec 2025 16:47:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-012/</guid>
      
      <description>&lt;p&gt;I released the v0.0.1 prototype to friends last month! Got some feedback which was greatly appreciated, both praise for things going well and information on things I need to improve. A new v0.0.2 prototype just went out to friends with this month&amp;rsquo;s updates. I hope to put out a prototype every 3 months or so from here on.&lt;/p&gt;
&lt;p&gt;Now then, let&amp;rsquo;s go over the things I&amp;rsquo;ve done this month!&lt;/p&gt;
&lt;h2 id=&#34;refactoring&#34;&gt;Refactoring&lt;/h2&gt;
&lt;p&gt;Oh hey more of this refactoring business. When I was wrapping up the prototype last month, I learned a few things about Godot and ran into some pain points with my code, particularly with putting cutscenes together. The first three days of the month were therefore dedicated to a bit of refactoring and reorganization.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #011</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-011/</link>
      <pubDate>Sun, 30 Nov 2025 15:24:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-011/</guid>
      
      <description>&lt;p&gt;Hey all, it&amp;rsquo;s time for the November 2025 devlog!&lt;/p&gt;
&lt;h2 id=&#34;writing&#34;&gt;Writing&lt;/h2&gt;
&lt;p&gt;I finally got around to getting some of the writing for the game down in an actual tangible format. I have the prologue and chapters 1, 2, 9, and 10 outlined in some detail. Skeletons exist for chapters 3, 4, 5, and 6. I also have a particular aspect of the story that will be present in chapters 2 - 10 outlined in some detail as well. Chapters 1 - 10 will comprise &amp;ldquo;Act 1&amp;rdquo;.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #010</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-010/</link>
      <pubDate>Fri, 31 Oct 2025 16:23:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-010/</guid>
      
      <description>&lt;p&gt;Hey all! It&amp;rsquo;s the end of the month so I figured I&amp;rsquo;d try writing up a little recap of everything I did for my game, Chasing Elysium, over the course of the month. I imagine this will be a good way to really get a feel for just how much progress I am actually making.&lt;/p&gt;
&lt;p&gt;Honestly, there is a chance I might just switch the devlogs to being monthly instead of weekly. Weekly is a lot! Monthly feels like I&amp;rsquo;d actually have something substantial to say!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #009</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-009/</link>
      <pubDate>Sun, 26 Oct 2025 19:20:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-009/</guid>
      
      <description>&lt;p&gt;Taking a break from the game itself to work on the dialogue editor! This week I rewrote the code for loading the cutscene/dialogue files, and I expanded it to include saving files. The new setup is much more maintainable and extensible I believe, and I should be able to just drop it in any project that might use the format. I will need to rewrite the handling in the game itself to bridge the file handling with the actual dialogue engine in-game, but that shouldn&amp;rsquo;t be too difficult.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #008</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-008/</link>
      <pubDate>Mon, 20 Oct 2025 16:26:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-008/</guid>
      
      <description>&lt;p&gt;Busy week!&lt;/p&gt;
&lt;p&gt;More combat work! I finished reworking attacks to be AnimationPlayer based, which will provide all the flexibility we need in designing them. I&amp;rsquo;ll need to extend the attack API over time to allow for more types of attacks, but that can come as needed. Currently the only supported type of attack is a direct attack with infinite range.&lt;/p&gt;
&lt;p&gt;Additionally, I implemented attack cooldowns! It is now impossible to use a second attack while a previous one is playing out, and there will be some time before you can use an attack again after using it the first time. You&amp;rsquo;ll need to plan your attacks, no spamming them!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #007</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-007/</link>
      <pubDate>Mon, 13 Oct 2025 19:55:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-007/</guid>
      
      <description>&lt;p&gt;Managed to get combat fully working this week!&lt;/p&gt;
&lt;p&gt;I then promptly broke it on purpose. Going to be doing a lot of refactoring in order to make combat extensible and&amp;hellip; interesting, we&amp;rsquo;ll say.&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;m hoping to have the refactor done by the end of this week. When it&amp;rsquo;s done, the system should allow me to make complex, animated, and nuanced attacks for both the player and for enemies. I&amp;rsquo;ll also be able to extend to more types of attacks as development continues.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #006</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-006/</link>
      <pubDate>Sun, 05 Oct 2025 20:14:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-006/</guid>
      
      <description>&lt;p&gt;This week I continued working on the combat UI. It now displays when you enter combat and hides when you exit combat, as it should. I also implemented the code for it to be adjusted by the player. So now it&amp;rsquo;s starting to look and function properly! I also got the combat controls themselves implemented. At some point I will add control remapping, but that&amp;rsquo;ll come later.&lt;/p&gt;
&lt;p&gt;Next week, possibly even tomorrow, I will hopefully have a working combat encounter. The enemies won&amp;rsquo;t attack or anything, they&amp;rsquo;ll just stand there and take the hits until they die. But! If it works, then I can start to build on it!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #005</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-005/</link>
      <pubDate>Sun, 28 Sep 2025 17:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-005/</guid>
      
      <description>&lt;p&gt;This was a slow week for a few different reasons. Don&amp;rsquo;t worry about it. The big thing is I&amp;rsquo;ve been setting the website up. I did however make some progress!&lt;/p&gt;
&lt;p&gt;Namely I started working on the combat UI and I tested the targeting code. Targeting code worked nearly perfectly, just needed one fix. May need polish later but that&amp;rsquo;s for later, the important thing for now is it&amp;rsquo;s functional.&lt;/p&gt;
&lt;p&gt;There is one thing I really want to get working on the website that won&amp;rsquo;t affect y&amp;rsquo;all but will affect me. I&amp;rsquo;m gonna try a few more days to get it working. If I fail by&amp;hellip; Wednesday or so, I&amp;rsquo;ll go back to working on the game.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #004</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-004/</link>
      <pubDate>Sun, 21 Sep 2025 18:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-004/</guid>
      
      <description>&lt;p&gt;I made more progress than expected this week, despite recovering from my bike crash! Unfortunately none of it is in a state where it can be tested yet.&lt;/p&gt;
&lt;h2 id=&#34;combat---movement&#34;&gt;Combat - Movement&lt;/h2&gt;
&lt;p&gt;I implemented the movement code for the player while they&amp;rsquo;re in combat! The player has three movement speeds while in combat. They move fastest when moving towards the targeted enemy, slower when strafing the enemy, and slowest when moving away from the enemy.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #003</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-003/</link>
      <pubDate>Wed, 10 Sep 2025 16:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-003/</guid>
      
      <description>&lt;p&gt;This is a day late cause I crashed my bike a couple days ago! I&amp;rsquo;m resting and healing, but this coming week I probably won&amp;rsquo;t get much done.&lt;/p&gt;
&lt;h2 id=&#34;intro-cutscene&#34;&gt;Intro Cutscene&lt;/h2&gt;
&lt;p&gt;I got the rough (and I mean &lt;em&gt;rough&lt;/em&gt;) draft of the first part of the opening cutscene done. I&amp;rsquo;m happy with it! It looks pretty bad, but the important thing is it &lt;em&gt;exists&lt;/em&gt;. I can improve upon it as development continues. What immediately follows this segment is the combat tutorial, which means&amp;hellip;&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #002</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-002/</link>
      <pubDate>Sun, 07 Sep 2025 16:33:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-002/</guid>
      
      <description>&lt;p&gt;Second week of Trying Very Hard To Actually Commit To Making This Game. So what did I do this week?&lt;/p&gt;
&lt;h2 id=&#34;planning&#34;&gt;Planning&lt;/h2&gt;
&lt;p&gt;I know roughly how I want the combat system to work and made some notes - stats, calculations, rough implementation outline, etc. I&amp;rsquo;ll start implementing it fairly soon, after I finish the current Big Task.&lt;/p&gt;
&lt;h2 id=&#34;setting-up-private-git&#34;&gt;Setting Up Private Git&lt;/h2&gt;
&lt;p&gt;I haven&amp;rsquo;t actually been putting my work into a git repository, which is not very smart of me. I got a private git repo set up and made a bunch of individual commits corresponding to individual features I&amp;rsquo;ve added. This should also allow me to do work on my laptop when I&amp;rsquo;m out of the house.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #001</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-001/</link>
      <pubDate>Sun, 31 Aug 2025 02:28:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-001/</guid>
      
      <description>&lt;p&gt;Welcome to a devlog! I&amp;rsquo;m going to &lt;em&gt;attempt&lt;/em&gt; to doing a weekly log on what I&amp;rsquo;ve been working on for my game, Chasing Elysium. Progress will unfortunately be on the slower side, as I also have a full time job doing physical labor and I have my Let&amp;rsquo;s Plays and my raid group. I am very busy! But I want to get this game made.&lt;/p&gt;
&lt;p&gt;So! What did I do this week?&lt;/p&gt;</description>
      
    </item>
    
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      <title>Chasing Elysium - February 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/002-february/</link>
      <pubDate>Sat, 28 Feb 2026 00:00:00 +0000</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/002-february/</guid>
      
      <description>&lt;p&gt;Month 2 of this dev cycle, which means working on actual new content! And as it turns out a few other features that I need in order to fully implement that content.&lt;/p&gt;
&lt;h2 id=&#34;features&#34;&gt;Features&lt;/h2&gt;
&lt;h3 id=&#34;dialogue-auto-advance&#34;&gt;Dialogue Auto-Advance&lt;/h3&gt;
&lt;p&gt;Dialogue boxes can now auto-advance! This is a flag set on individual dialogue boxes, though I may eventually add the option to enable this for all dialogue in the settings.&lt;/p&gt;
&lt;h3 id=&#34;walk-n-talks&#34;&gt;Walk &amp;rsquo;n&amp;rsquo; Talks&lt;/h3&gt;
&lt;p&gt;The above enabled walk &amp;rsquo;n&amp;rsquo; talks! And attached to walk &amp;rsquo;n&amp;rsquo; talks, I also added the ability to forcibly slow the player down. While I don&amp;rsquo;t want to use this too much (really only if it makes sense narratively), it is a way to give more time for walk &amp;rsquo;n&amp;rsquo; talks to play out. The other aspect of giving them time to play out is to just&amp;hellip; design the areas well so there&amp;rsquo;s less chance of them getting interrupted.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - January 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/001-january/</link>
      <pubDate>Mon, 02 Feb 2026 15:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/001-january/</guid>
      
      <description>&lt;p&gt;My development cycle is shifting a little bit! Now that I have a couple of prototypes under my belt and feedback from friends, I&amp;rsquo;m shifting into a 3 month cycle for new builds.&lt;/p&gt;
&lt;p&gt;Month 1 is new features, functionality, and refactoring. Month 2 is new content. Month 3 is assets such as graphics and &lt;em&gt;eventually&lt;/em&gt; audio (I&amp;rsquo;m trying to learn piano and music composition! it&amp;rsquo;s hard but i want to do it!). Month 3 will also include polish, any last minute bug fixes, and play testing to prepare for an alpha build to distribute to friends.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #012</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-012/</link>
      <pubDate>Fri, 05 Dec 2025 16:47:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-012/</guid>
      
      <description>&lt;p&gt;I released the v0.0.1 prototype to friends last month! Got some feedback which was greatly appreciated, both praise for things going well and information on things I need to improve. A new v0.0.2 prototype just went out to friends with this month&amp;rsquo;s updates. I hope to put out a prototype every 3 months or so from here on.&lt;/p&gt;
&lt;p&gt;Now then, let&amp;rsquo;s go over the things I&amp;rsquo;ve done this month!&lt;/p&gt;
&lt;h2 id=&#34;refactoring&#34;&gt;Refactoring&lt;/h2&gt;
&lt;p&gt;Oh hey more of this refactoring business. When I was wrapping up the prototype last month, I learned a few things about Godot and ran into some pain points with my code, particularly with putting cutscenes together. The first three days of the month were therefore dedicated to a bit of refactoring and reorganization.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #011</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-011/</link>
      <pubDate>Sun, 30 Nov 2025 15:24:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-011/</guid>
      
      <description>&lt;p&gt;Hey all, it&amp;rsquo;s time for the November 2025 devlog!&lt;/p&gt;
&lt;h2 id=&#34;writing&#34;&gt;Writing&lt;/h2&gt;
&lt;p&gt;I finally got around to getting some of the writing for the game down in an actual tangible format. I have the prologue and chapters 1, 2, 9, and 10 outlined in some detail. Skeletons exist for chapters 3, 4, 5, and 6. I also have a particular aspect of the story that will be present in chapters 2 - 10 outlined in some detail as well. Chapters 1 - 10 will comprise &amp;ldquo;Act 1&amp;rdquo;.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #010</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-010/</link>
      <pubDate>Fri, 31 Oct 2025 16:23:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-010/</guid>
      
      <description>&lt;p&gt;Hey all! It&amp;rsquo;s the end of the month so I figured I&amp;rsquo;d try writing up a little recap of everything I did for my game, Chasing Elysium, over the course of the month. I imagine this will be a good way to really get a feel for just how much progress I am actually making.&lt;/p&gt;
&lt;p&gt;Honestly, there is a chance I might just switch the devlogs to being monthly instead of weekly. Weekly is a lot! Monthly feels like I&amp;rsquo;d actually have something substantial to say!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #009</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-009/</link>
      <pubDate>Sun, 26 Oct 2025 19:20:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-009/</guid>
      
      <description>&lt;p&gt;Taking a break from the game itself to work on the dialogue editor! This week I rewrote the code for loading the cutscene/dialogue files, and I expanded it to include saving files. The new setup is much more maintainable and extensible I believe, and I should be able to just drop it in any project that might use the format. I will need to rewrite the handling in the game itself to bridge the file handling with the actual dialogue engine in-game, but that shouldn&amp;rsquo;t be too difficult.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #008</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-008/</link>
      <pubDate>Mon, 20 Oct 2025 16:26:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-008/</guid>
      
      <description>&lt;p&gt;Busy week!&lt;/p&gt;
&lt;p&gt;More combat work! I finished reworking attacks to be AnimationPlayer based, which will provide all the flexibility we need in designing them. I&amp;rsquo;ll need to extend the attack API over time to allow for more types of attacks, but that can come as needed. Currently the only supported type of attack is a direct attack with infinite range.&lt;/p&gt;
&lt;p&gt;Additionally, I implemented attack cooldowns! It is now impossible to use a second attack while a previous one is playing out, and there will be some time before you can use an attack again after using it the first time. You&amp;rsquo;ll need to plan your attacks, no spamming them!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #007</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-007/</link>
      <pubDate>Mon, 13 Oct 2025 19:55:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-007/</guid>
      
      <description>&lt;p&gt;Managed to get combat fully working this week!&lt;/p&gt;
&lt;p&gt;I then promptly broke it on purpose. Going to be doing a lot of refactoring in order to make combat extensible and&amp;hellip; interesting, we&amp;rsquo;ll say.&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;m hoping to have the refactor done by the end of this week. When it&amp;rsquo;s done, the system should allow me to make complex, animated, and nuanced attacks for both the player and for enemies. I&amp;rsquo;ll also be able to extend to more types of attacks as development continues.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #006</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-006/</link>
      <pubDate>Sun, 05 Oct 2025 20:14:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-006/</guid>
      
      <description>&lt;p&gt;This week I continued working on the combat UI. It now displays when you enter combat and hides when you exit combat, as it should. I also implemented the code for it to be adjusted by the player. So now it&amp;rsquo;s starting to look and function properly! I also got the combat controls themselves implemented. At some point I will add control remapping, but that&amp;rsquo;ll come later.&lt;/p&gt;
&lt;p&gt;Next week, possibly even tomorrow, I will hopefully have a working combat encounter. The enemies won&amp;rsquo;t attack or anything, they&amp;rsquo;ll just stand there and take the hits until they die. But! If it works, then I can start to build on it!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #005</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-005/</link>
      <pubDate>Sun, 28 Sep 2025 17:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-005/</guid>
      
      <description>&lt;p&gt;This was a slow week for a few different reasons. Don&amp;rsquo;t worry about it. The big thing is I&amp;rsquo;ve been setting the website up. I did however make some progress!&lt;/p&gt;
&lt;p&gt;Namely I started working on the combat UI and I tested the targeting code. Targeting code worked nearly perfectly, just needed one fix. May need polish later but that&amp;rsquo;s for later, the important thing for now is it&amp;rsquo;s functional.&lt;/p&gt;
&lt;p&gt;There is one thing I really want to get working on the website that won&amp;rsquo;t affect y&amp;rsquo;all but will affect me. I&amp;rsquo;m gonna try a few more days to get it working. If I fail by&amp;hellip; Wednesday or so, I&amp;rsquo;ll go back to working on the game.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #004</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-004/</link>
      <pubDate>Sun, 21 Sep 2025 18:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-004/</guid>
      
      <description>&lt;p&gt;I made more progress than expected this week, despite recovering from my bike crash! Unfortunately none of it is in a state where it can be tested yet.&lt;/p&gt;
&lt;h2 id=&#34;combat---movement&#34;&gt;Combat - Movement&lt;/h2&gt;
&lt;p&gt;I implemented the movement code for the player while they&amp;rsquo;re in combat! The player has three movement speeds while in combat. They move fastest when moving towards the targeted enemy, slower when strafing the enemy, and slowest when moving away from the enemy.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #003</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-003/</link>
      <pubDate>Wed, 10 Sep 2025 16:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-003/</guid>
      
      <description>&lt;p&gt;This is a day late cause I crashed my bike a couple days ago! I&amp;rsquo;m resting and healing, but this coming week I probably won&amp;rsquo;t get much done.&lt;/p&gt;
&lt;h2 id=&#34;intro-cutscene&#34;&gt;Intro Cutscene&lt;/h2&gt;
&lt;p&gt;I got the rough (and I mean &lt;em&gt;rough&lt;/em&gt;) draft of the first part of the opening cutscene done. I&amp;rsquo;m happy with it! It looks pretty bad, but the important thing is it &lt;em&gt;exists&lt;/em&gt;. I can improve upon it as development continues. What immediately follows this segment is the combat tutorial, which means&amp;hellip;&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #002</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-002/</link>
      <pubDate>Sun, 07 Sep 2025 16:33:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-002/</guid>
      
      <description>&lt;p&gt;Second week of Trying Very Hard To Actually Commit To Making This Game. So what did I do this week?&lt;/p&gt;
&lt;h2 id=&#34;planning&#34;&gt;Planning&lt;/h2&gt;
&lt;p&gt;I know roughly how I want the combat system to work and made some notes - stats, calculations, rough implementation outline, etc. I&amp;rsquo;ll start implementing it fairly soon, after I finish the current Big Task.&lt;/p&gt;
&lt;h2 id=&#34;setting-up-private-git&#34;&gt;Setting Up Private Git&lt;/h2&gt;
&lt;p&gt;I haven&amp;rsquo;t actually been putting my work into a git repository, which is not very smart of me. I got a private git repo set up and made a bunch of individual commits corresponding to individual features I&amp;rsquo;ve added. This should also allow me to do work on my laptop when I&amp;rsquo;m out of the house.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #001</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-001/</link>
      <pubDate>Sun, 31 Aug 2025 02:28:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-001/</guid>
      
      <description>&lt;p&gt;Welcome to a devlog! I&amp;rsquo;m going to &lt;em&gt;attempt&lt;/em&gt; to doing a weekly log on what I&amp;rsquo;ve been working on for my game, Chasing Elysium. Progress will unfortunately be on the slower side, as I also have a full time job doing physical labor and I have my Let&amp;rsquo;s Plays and my raid group. I am very busy! But I want to get this game made.&lt;/p&gt;
&lt;p&gt;So! What did I do this week?&lt;/p&gt;</description>
      
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    <description>Recent content in Devlogs on Pixel Kitty</description>
    <generator>Hugo -- gohugo.io</generator>
    <language>en-us</language>
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    <item>
      <title>Chasing Elysium - February 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/002-february/</link>
      <pubDate>Sat, 28 Feb 2026 00:00:00 +0000</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/002-february/</guid>
      
      <description>&lt;p&gt;Month 2 of this dev cycle, which means working on actual new content! And as it turns out a few other features that I need in order to fully implement that content.&lt;/p&gt;
&lt;h2 id=&#34;features&#34;&gt;Features&lt;/h2&gt;
&lt;h3 id=&#34;dialogue-auto-advance&#34;&gt;Dialogue Auto-Advance&lt;/h3&gt;
&lt;p&gt;Dialogue boxes can now auto-advance! This is a flag set on individual dialogue boxes, though I may eventually add the option to enable this for all dialogue in the settings.&lt;/p&gt;
&lt;h3 id=&#34;walk-n-talks&#34;&gt;Walk &amp;rsquo;n&amp;rsquo; Talks&lt;/h3&gt;
&lt;p&gt;The above enabled walk &amp;rsquo;n&amp;rsquo; talks! And attached to walk &amp;rsquo;n&amp;rsquo; talks, I also added the ability to forcibly slow the player down. While I don&amp;rsquo;t want to use this too much (really only if it makes sense narratively), it is a way to give more time for walk &amp;rsquo;n&amp;rsquo; talks to play out. The other aspect of giving them time to play out is to just&amp;hellip; design the areas well so there&amp;rsquo;s less chance of them getting interrupted.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - January 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/001-january/</link>
      <pubDate>Mon, 02 Feb 2026 15:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/001-january/</guid>
      
      <description>&lt;p&gt;My development cycle is shifting a little bit! Now that I have a couple of prototypes under my belt and feedback from friends, I&amp;rsquo;m shifting into a 3 month cycle for new builds.&lt;/p&gt;
&lt;p&gt;Month 1 is new features, functionality, and refactoring. Month 2 is new content. Month 3 is assets such as graphics and &lt;em&gt;eventually&lt;/em&gt; audio (I&amp;rsquo;m trying to learn piano and music composition! it&amp;rsquo;s hard but i want to do it!). Month 3 will also include polish, any last minute bug fixes, and play testing to prepare for an alpha build to distribute to friends.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #012</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-012/</link>
      <pubDate>Fri, 05 Dec 2025 16:47:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-012/</guid>
      
      <description>&lt;p&gt;I released the v0.0.1 prototype to friends last month! Got some feedback which was greatly appreciated, both praise for things going well and information on things I need to improve. A new v0.0.2 prototype just went out to friends with this month&amp;rsquo;s updates. I hope to put out a prototype every 3 months or so from here on.&lt;/p&gt;
&lt;p&gt;Now then, let&amp;rsquo;s go over the things I&amp;rsquo;ve done this month!&lt;/p&gt;
&lt;h2 id=&#34;refactoring&#34;&gt;Refactoring&lt;/h2&gt;
&lt;p&gt;Oh hey more of this refactoring business. When I was wrapping up the prototype last month, I learned a few things about Godot and ran into some pain points with my code, particularly with putting cutscenes together. The first three days of the month were therefore dedicated to a bit of refactoring and reorganization.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #011</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-011/</link>
      <pubDate>Sun, 30 Nov 2025 15:24:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-011/</guid>
      
      <description>&lt;p&gt;Hey all, it&amp;rsquo;s time for the November 2025 devlog!&lt;/p&gt;
&lt;h2 id=&#34;writing&#34;&gt;Writing&lt;/h2&gt;
&lt;p&gt;I finally got around to getting some of the writing for the game down in an actual tangible format. I have the prologue and chapters 1, 2, 9, and 10 outlined in some detail. Skeletons exist for chapters 3, 4, 5, and 6. I also have a particular aspect of the story that will be present in chapters 2 - 10 outlined in some detail as well. Chapters 1 - 10 will comprise &amp;ldquo;Act 1&amp;rdquo;.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #010</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-010/</link>
      <pubDate>Fri, 31 Oct 2025 16:23:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-010/</guid>
      
      <description>&lt;p&gt;Hey all! It&amp;rsquo;s the end of the month so I figured I&amp;rsquo;d try writing up a little recap of everything I did for my game, Chasing Elysium, over the course of the month. I imagine this will be a good way to really get a feel for just how much progress I am actually making.&lt;/p&gt;
&lt;p&gt;Honestly, there is a chance I might just switch the devlogs to being monthly instead of weekly. Weekly is a lot! Monthly feels like I&amp;rsquo;d actually have something substantial to say!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #009</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-009/</link>
      <pubDate>Sun, 26 Oct 2025 19:20:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-009/</guid>
      
      <description>&lt;p&gt;Taking a break from the game itself to work on the dialogue editor! This week I rewrote the code for loading the cutscene/dialogue files, and I expanded it to include saving files. The new setup is much more maintainable and extensible I believe, and I should be able to just drop it in any project that might use the format. I will need to rewrite the handling in the game itself to bridge the file handling with the actual dialogue engine in-game, but that shouldn&amp;rsquo;t be too difficult.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #008</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-008/</link>
      <pubDate>Mon, 20 Oct 2025 16:26:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-008/</guid>
      
      <description>&lt;p&gt;Busy week!&lt;/p&gt;
&lt;p&gt;More combat work! I finished reworking attacks to be AnimationPlayer based, which will provide all the flexibility we need in designing them. I&amp;rsquo;ll need to extend the attack API over time to allow for more types of attacks, but that can come as needed. Currently the only supported type of attack is a direct attack with infinite range.&lt;/p&gt;
&lt;p&gt;Additionally, I implemented attack cooldowns! It is now impossible to use a second attack while a previous one is playing out, and there will be some time before you can use an attack again after using it the first time. You&amp;rsquo;ll need to plan your attacks, no spamming them!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #007</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-007/</link>
      <pubDate>Mon, 13 Oct 2025 19:55:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-007/</guid>
      
      <description>&lt;p&gt;Managed to get combat fully working this week!&lt;/p&gt;
&lt;p&gt;I then promptly broke it on purpose. Going to be doing a lot of refactoring in order to make combat extensible and&amp;hellip; interesting, we&amp;rsquo;ll say.&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;m hoping to have the refactor done by the end of this week. When it&amp;rsquo;s done, the system should allow me to make complex, animated, and nuanced attacks for both the player and for enemies. I&amp;rsquo;ll also be able to extend to more types of attacks as development continues.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #006</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-006/</link>
      <pubDate>Sun, 05 Oct 2025 20:14:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-006/</guid>
      
      <description>&lt;p&gt;This week I continued working on the combat UI. It now displays when you enter combat and hides when you exit combat, as it should. I also implemented the code for it to be adjusted by the player. So now it&amp;rsquo;s starting to look and function properly! I also got the combat controls themselves implemented. At some point I will add control remapping, but that&amp;rsquo;ll come later.&lt;/p&gt;
&lt;p&gt;Next week, possibly even tomorrow, I will hopefully have a working combat encounter. The enemies won&amp;rsquo;t attack or anything, they&amp;rsquo;ll just stand there and take the hits until they die. But! If it works, then I can start to build on it!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #005</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-005/</link>
      <pubDate>Sun, 28 Sep 2025 17:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-005/</guid>
      
      <description>&lt;p&gt;This was a slow week for a few different reasons. Don&amp;rsquo;t worry about it. The big thing is I&amp;rsquo;ve been setting the website up. I did however make some progress!&lt;/p&gt;
&lt;p&gt;Namely I started working on the combat UI and I tested the targeting code. Targeting code worked nearly perfectly, just needed one fix. May need polish later but that&amp;rsquo;s for later, the important thing for now is it&amp;rsquo;s functional.&lt;/p&gt;
&lt;p&gt;There is one thing I really want to get working on the website that won&amp;rsquo;t affect y&amp;rsquo;all but will affect me. I&amp;rsquo;m gonna try a few more days to get it working. If I fail by&amp;hellip; Wednesday or so, I&amp;rsquo;ll go back to working on the game.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #004</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-004/</link>
      <pubDate>Sun, 21 Sep 2025 18:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-004/</guid>
      
      <description>&lt;p&gt;I made more progress than expected this week, despite recovering from my bike crash! Unfortunately none of it is in a state where it can be tested yet.&lt;/p&gt;
&lt;h2 id=&#34;combat---movement&#34;&gt;Combat - Movement&lt;/h2&gt;
&lt;p&gt;I implemented the movement code for the player while they&amp;rsquo;re in combat! The player has three movement speeds while in combat. They move fastest when moving towards the targeted enemy, slower when strafing the enemy, and slowest when moving away from the enemy.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #003</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-003/</link>
      <pubDate>Wed, 10 Sep 2025 16:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-003/</guid>
      
      <description>&lt;p&gt;This is a day late cause I crashed my bike a couple days ago! I&amp;rsquo;m resting and healing, but this coming week I probably won&amp;rsquo;t get much done.&lt;/p&gt;
&lt;h2 id=&#34;intro-cutscene&#34;&gt;Intro Cutscene&lt;/h2&gt;
&lt;p&gt;I got the rough (and I mean &lt;em&gt;rough&lt;/em&gt;) draft of the first part of the opening cutscene done. I&amp;rsquo;m happy with it! It looks pretty bad, but the important thing is it &lt;em&gt;exists&lt;/em&gt;. I can improve upon it as development continues. What immediately follows this segment is the combat tutorial, which means&amp;hellip;&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #002</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-002/</link>
      <pubDate>Sun, 07 Sep 2025 16:33:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-002/</guid>
      
      <description>&lt;p&gt;Second week of Trying Very Hard To Actually Commit To Making This Game. So what did I do this week?&lt;/p&gt;
&lt;h2 id=&#34;planning&#34;&gt;Planning&lt;/h2&gt;
&lt;p&gt;I know roughly how I want the combat system to work and made some notes - stats, calculations, rough implementation outline, etc. I&amp;rsquo;ll start implementing it fairly soon, after I finish the current Big Task.&lt;/p&gt;
&lt;h2 id=&#34;setting-up-private-git&#34;&gt;Setting Up Private Git&lt;/h2&gt;
&lt;p&gt;I haven&amp;rsquo;t actually been putting my work into a git repository, which is not very smart of me. I got a private git repo set up and made a bunch of individual commits corresponding to individual features I&amp;rsquo;ve added. This should also allow me to do work on my laptop when I&amp;rsquo;m out of the house.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #001</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-001/</link>
      <pubDate>Sun, 31 Aug 2025 02:28:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-001/</guid>
      
      <description>&lt;p&gt;Welcome to a devlog! I&amp;rsquo;m going to &lt;em&gt;attempt&lt;/em&gt; to doing a weekly log on what I&amp;rsquo;ve been working on for my game, Chasing Elysium. Progress will unfortunately be on the slower side, as I also have a full time job doing physical labor and I have my Let&amp;rsquo;s Plays and my raid group. I am very busy! But I want to get this game made.&lt;/p&gt;
&lt;p&gt;So! What did I do this week?&lt;/p&gt;</description>
      
    </item>
    
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      <title>Chasing Elysium - February 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/002-february/</link>
      <pubDate>Sat, 28 Feb 2026 00:00:00 +0000</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/002-february/</guid>
      
      <description>&lt;p&gt;Month 2 of this dev cycle, which means working on actual new content! And as it turns out a few other features that I need in order to fully implement that content.&lt;/p&gt;
&lt;h2 id=&#34;features&#34;&gt;Features&lt;/h2&gt;
&lt;h3 id=&#34;dialogue-auto-advance&#34;&gt;Dialogue Auto-Advance&lt;/h3&gt;
&lt;p&gt;Dialogue boxes can now auto-advance! This is a flag set on individual dialogue boxes, though I may eventually add the option to enable this for all dialogue in the settings.&lt;/p&gt;
&lt;h3 id=&#34;walk-n-talks&#34;&gt;Walk &amp;rsquo;n&amp;rsquo; Talks&lt;/h3&gt;
&lt;p&gt;The above enabled walk &amp;rsquo;n&amp;rsquo; talks! And attached to walk &amp;rsquo;n&amp;rsquo; talks, I also added the ability to forcibly slow the player down. While I don&amp;rsquo;t want to use this too much (really only if it makes sense narratively), it is a way to give more time for walk &amp;rsquo;n&amp;rsquo; talks to play out. The other aspect of giving them time to play out is to just&amp;hellip; design the areas well so there&amp;rsquo;s less chance of them getting interrupted.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - January 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/001-january/</link>
      <pubDate>Mon, 02 Feb 2026 15:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/001-january/</guid>
      
      <description>&lt;p&gt;My development cycle is shifting a little bit! Now that I have a couple of prototypes under my belt and feedback from friends, I&amp;rsquo;m shifting into a 3 month cycle for new builds.&lt;/p&gt;
&lt;p&gt;Month 1 is new features, functionality, and refactoring. Month 2 is new content. Month 3 is assets such as graphics and &lt;em&gt;eventually&lt;/em&gt; audio (I&amp;rsquo;m trying to learn piano and music composition! it&amp;rsquo;s hard but i want to do it!). Month 3 will also include polish, any last minute bug fixes, and play testing to prepare for an alpha build to distribute to friends.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #012</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-012/</link>
      <pubDate>Fri, 05 Dec 2025 16:47:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-012/</guid>
      
      <description>&lt;p&gt;I released the v0.0.1 prototype to friends last month! Got some feedback which was greatly appreciated, both praise for things going well and information on things I need to improve. A new v0.0.2 prototype just went out to friends with this month&amp;rsquo;s updates. I hope to put out a prototype every 3 months or so from here on.&lt;/p&gt;
&lt;p&gt;Now then, let&amp;rsquo;s go over the things I&amp;rsquo;ve done this month!&lt;/p&gt;
&lt;h2 id=&#34;refactoring&#34;&gt;Refactoring&lt;/h2&gt;
&lt;p&gt;Oh hey more of this refactoring business. When I was wrapping up the prototype last month, I learned a few things about Godot and ran into some pain points with my code, particularly with putting cutscenes together. The first three days of the month were therefore dedicated to a bit of refactoring and reorganization.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #011</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-011/</link>
      <pubDate>Sun, 30 Nov 2025 15:24:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-011/</guid>
      
      <description>&lt;p&gt;Hey all, it&amp;rsquo;s time for the November 2025 devlog!&lt;/p&gt;
&lt;h2 id=&#34;writing&#34;&gt;Writing&lt;/h2&gt;
&lt;p&gt;I finally got around to getting some of the writing for the game down in an actual tangible format. I have the prologue and chapters 1, 2, 9, and 10 outlined in some detail. Skeletons exist for chapters 3, 4, 5, and 6. I also have a particular aspect of the story that will be present in chapters 2 - 10 outlined in some detail as well. Chapters 1 - 10 will comprise &amp;ldquo;Act 1&amp;rdquo;.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #010</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-010/</link>
      <pubDate>Fri, 31 Oct 2025 16:23:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-010/</guid>
      
      <description>&lt;p&gt;Hey all! It&amp;rsquo;s the end of the month so I figured I&amp;rsquo;d try writing up a little recap of everything I did for my game, Chasing Elysium, over the course of the month. I imagine this will be a good way to really get a feel for just how much progress I am actually making.&lt;/p&gt;
&lt;p&gt;Honestly, there is a chance I might just switch the devlogs to being monthly instead of weekly. Weekly is a lot! Monthly feels like I&amp;rsquo;d actually have something substantial to say!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #009</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-009/</link>
      <pubDate>Sun, 26 Oct 2025 19:20:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-009/</guid>
      
      <description>&lt;p&gt;Taking a break from the game itself to work on the dialogue editor! This week I rewrote the code for loading the cutscene/dialogue files, and I expanded it to include saving files. The new setup is much more maintainable and extensible I believe, and I should be able to just drop it in any project that might use the format. I will need to rewrite the handling in the game itself to bridge the file handling with the actual dialogue engine in-game, but that shouldn&amp;rsquo;t be too difficult.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #008</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-008/</link>
      <pubDate>Mon, 20 Oct 2025 16:26:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-008/</guid>
      
      <description>&lt;p&gt;Busy week!&lt;/p&gt;
&lt;p&gt;More combat work! I finished reworking attacks to be AnimationPlayer based, which will provide all the flexibility we need in designing them. I&amp;rsquo;ll need to extend the attack API over time to allow for more types of attacks, but that can come as needed. Currently the only supported type of attack is a direct attack with infinite range.&lt;/p&gt;
&lt;p&gt;Additionally, I implemented attack cooldowns! It is now impossible to use a second attack while a previous one is playing out, and there will be some time before you can use an attack again after using it the first time. You&amp;rsquo;ll need to plan your attacks, no spamming them!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #007</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-007/</link>
      <pubDate>Mon, 13 Oct 2025 19:55:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-007/</guid>
      
      <description>&lt;p&gt;Managed to get combat fully working this week!&lt;/p&gt;
&lt;p&gt;I then promptly broke it on purpose. Going to be doing a lot of refactoring in order to make combat extensible and&amp;hellip; interesting, we&amp;rsquo;ll say.&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;m hoping to have the refactor done by the end of this week. When it&amp;rsquo;s done, the system should allow me to make complex, animated, and nuanced attacks for both the player and for enemies. I&amp;rsquo;ll also be able to extend to more types of attacks as development continues.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #006</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-006/</link>
      <pubDate>Sun, 05 Oct 2025 20:14:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-006/</guid>
      
      <description>&lt;p&gt;This week I continued working on the combat UI. It now displays when you enter combat and hides when you exit combat, as it should. I also implemented the code for it to be adjusted by the player. So now it&amp;rsquo;s starting to look and function properly! I also got the combat controls themselves implemented. At some point I will add control remapping, but that&amp;rsquo;ll come later.&lt;/p&gt;
&lt;p&gt;Next week, possibly even tomorrow, I will hopefully have a working combat encounter. The enemies won&amp;rsquo;t attack or anything, they&amp;rsquo;ll just stand there and take the hits until they die. But! If it works, then I can start to build on it!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #005</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-005/</link>
      <pubDate>Sun, 28 Sep 2025 17:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-005/</guid>
      
      <description>&lt;p&gt;This was a slow week for a few different reasons. Don&amp;rsquo;t worry about it. The big thing is I&amp;rsquo;ve been setting the website up. I did however make some progress!&lt;/p&gt;
&lt;p&gt;Namely I started working on the combat UI and I tested the targeting code. Targeting code worked nearly perfectly, just needed one fix. May need polish later but that&amp;rsquo;s for later, the important thing for now is it&amp;rsquo;s functional.&lt;/p&gt;
&lt;p&gt;There is one thing I really want to get working on the website that won&amp;rsquo;t affect y&amp;rsquo;all but will affect me. I&amp;rsquo;m gonna try a few more days to get it working. If I fail by&amp;hellip; Wednesday or so, I&amp;rsquo;ll go back to working on the game.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #004</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-004/</link>
      <pubDate>Sun, 21 Sep 2025 18:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-004/</guid>
      
      <description>&lt;p&gt;I made more progress than expected this week, despite recovering from my bike crash! Unfortunately none of it is in a state where it can be tested yet.&lt;/p&gt;
&lt;h2 id=&#34;combat---movement&#34;&gt;Combat - Movement&lt;/h2&gt;
&lt;p&gt;I implemented the movement code for the player while they&amp;rsquo;re in combat! The player has three movement speeds while in combat. They move fastest when moving towards the targeted enemy, slower when strafing the enemy, and slowest when moving away from the enemy.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #003</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-003/</link>
      <pubDate>Wed, 10 Sep 2025 16:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-003/</guid>
      
      <description>&lt;p&gt;This is a day late cause I crashed my bike a couple days ago! I&amp;rsquo;m resting and healing, but this coming week I probably won&amp;rsquo;t get much done.&lt;/p&gt;
&lt;h2 id=&#34;intro-cutscene&#34;&gt;Intro Cutscene&lt;/h2&gt;
&lt;p&gt;I got the rough (and I mean &lt;em&gt;rough&lt;/em&gt;) draft of the first part of the opening cutscene done. I&amp;rsquo;m happy with it! It looks pretty bad, but the important thing is it &lt;em&gt;exists&lt;/em&gt;. I can improve upon it as development continues. What immediately follows this segment is the combat tutorial, which means&amp;hellip;&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #002</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-002/</link>
      <pubDate>Sun, 07 Sep 2025 16:33:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-002/</guid>
      
      <description>&lt;p&gt;Second week of Trying Very Hard To Actually Commit To Making This Game. So what did I do this week?&lt;/p&gt;
&lt;h2 id=&#34;planning&#34;&gt;Planning&lt;/h2&gt;
&lt;p&gt;I know roughly how I want the combat system to work and made some notes - stats, calculations, rough implementation outline, etc. I&amp;rsquo;ll start implementing it fairly soon, after I finish the current Big Task.&lt;/p&gt;
&lt;h2 id=&#34;setting-up-private-git&#34;&gt;Setting Up Private Git&lt;/h2&gt;
&lt;p&gt;I haven&amp;rsquo;t actually been putting my work into a git repository, which is not very smart of me. I got a private git repo set up and made a bunch of individual commits corresponding to individual features I&amp;rsquo;ve added. This should also allow me to do work on my laptop when I&amp;rsquo;m out of the house.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #001</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-001/</link>
      <pubDate>Sun, 31 Aug 2025 02:28:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-001/</guid>
      
      <description>&lt;p&gt;Welcome to a devlog! I&amp;rsquo;m going to &lt;em&gt;attempt&lt;/em&gt; to doing a weekly log on what I&amp;rsquo;ve been working on for my game, Chasing Elysium. Progress will unfortunately be on the slower side, as I also have a full time job doing physical labor and I have my Let&amp;rsquo;s Plays and my raid group. I am very busy! But I want to get this game made.&lt;/p&gt;
&lt;p&gt;So! What did I do this week?&lt;/p&gt;</description>
      
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      <title>Chasing Elysium - February 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/002-february/</link>
      <pubDate>Sat, 28 Feb 2026 00:00:00 +0000</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/002-february/</guid>
      
      <description>&lt;p&gt;Month 2 of this dev cycle, which means working on actual new content! And as it turns out a few other features that I need in order to fully implement that content.&lt;/p&gt;
&lt;h2 id=&#34;features&#34;&gt;Features&lt;/h2&gt;
&lt;h3 id=&#34;dialogue-auto-advance&#34;&gt;Dialogue Auto-Advance&lt;/h3&gt;
&lt;p&gt;Dialogue boxes can now auto-advance! This is a flag set on individual dialogue boxes, though I may eventually add the option to enable this for all dialogue in the settings.&lt;/p&gt;
&lt;h3 id=&#34;walk-n-talks&#34;&gt;Walk &amp;rsquo;n&amp;rsquo; Talks&lt;/h3&gt;
&lt;p&gt;The above enabled walk &amp;rsquo;n&amp;rsquo; talks! And attached to walk &amp;rsquo;n&amp;rsquo; talks, I also added the ability to forcibly slow the player down. While I don&amp;rsquo;t want to use this too much (really only if it makes sense narratively), it is a way to give more time for walk &amp;rsquo;n&amp;rsquo; talks to play out. The other aspect of giving them time to play out is to just&amp;hellip; design the areas well so there&amp;rsquo;s less chance of them getting interrupted.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - January 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/001-january/</link>
      <pubDate>Mon, 02 Feb 2026 15:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/001-january/</guid>
      
      <description>&lt;p&gt;My development cycle is shifting a little bit! Now that I have a couple of prototypes under my belt and feedback from friends, I&amp;rsquo;m shifting into a 3 month cycle for new builds.&lt;/p&gt;
&lt;p&gt;Month 1 is new features, functionality, and refactoring. Month 2 is new content. Month 3 is assets such as graphics and &lt;em&gt;eventually&lt;/em&gt; audio (I&amp;rsquo;m trying to learn piano and music composition! it&amp;rsquo;s hard but i want to do it!). Month 3 will also include polish, any last minute bug fixes, and play testing to prepare for an alpha build to distribute to friends.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #012</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-012/</link>
      <pubDate>Fri, 05 Dec 2025 16:47:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-012/</guid>
      
      <description>&lt;p&gt;I released the v0.0.1 prototype to friends last month! Got some feedback which was greatly appreciated, both praise for things going well and information on things I need to improve. A new v0.0.2 prototype just went out to friends with this month&amp;rsquo;s updates. I hope to put out a prototype every 3 months or so from here on.&lt;/p&gt;
&lt;p&gt;Now then, let&amp;rsquo;s go over the things I&amp;rsquo;ve done this month!&lt;/p&gt;
&lt;h2 id=&#34;refactoring&#34;&gt;Refactoring&lt;/h2&gt;
&lt;p&gt;Oh hey more of this refactoring business. When I was wrapping up the prototype last month, I learned a few things about Godot and ran into some pain points with my code, particularly with putting cutscenes together. The first three days of the month were therefore dedicated to a bit of refactoring and reorganization.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #011</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-011/</link>
      <pubDate>Sun, 30 Nov 2025 15:24:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-011/</guid>
      
      <description>&lt;p&gt;Hey all, it&amp;rsquo;s time for the November 2025 devlog!&lt;/p&gt;
&lt;h2 id=&#34;writing&#34;&gt;Writing&lt;/h2&gt;
&lt;p&gt;I finally got around to getting some of the writing for the game down in an actual tangible format. I have the prologue and chapters 1, 2, 9, and 10 outlined in some detail. Skeletons exist for chapters 3, 4, 5, and 6. I also have a particular aspect of the story that will be present in chapters 2 - 10 outlined in some detail as well. Chapters 1 - 10 will comprise &amp;ldquo;Act 1&amp;rdquo;.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #010</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-010/</link>
      <pubDate>Fri, 31 Oct 2025 16:23:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-010/</guid>
      
      <description>&lt;p&gt;Hey all! It&amp;rsquo;s the end of the month so I figured I&amp;rsquo;d try writing up a little recap of everything I did for my game, Chasing Elysium, over the course of the month. I imagine this will be a good way to really get a feel for just how much progress I am actually making.&lt;/p&gt;
&lt;p&gt;Honestly, there is a chance I might just switch the devlogs to being monthly instead of weekly. Weekly is a lot! Monthly feels like I&amp;rsquo;d actually have something substantial to say!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #009</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-009/</link>
      <pubDate>Sun, 26 Oct 2025 19:20:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-009/</guid>
      
      <description>&lt;p&gt;Taking a break from the game itself to work on the dialogue editor! This week I rewrote the code for loading the cutscene/dialogue files, and I expanded it to include saving files. The new setup is much more maintainable and extensible I believe, and I should be able to just drop it in any project that might use the format. I will need to rewrite the handling in the game itself to bridge the file handling with the actual dialogue engine in-game, but that shouldn&amp;rsquo;t be too difficult.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #008</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-008/</link>
      <pubDate>Mon, 20 Oct 2025 16:26:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-008/</guid>
      
      <description>&lt;p&gt;Busy week!&lt;/p&gt;
&lt;p&gt;More combat work! I finished reworking attacks to be AnimationPlayer based, which will provide all the flexibility we need in designing them. I&amp;rsquo;ll need to extend the attack API over time to allow for more types of attacks, but that can come as needed. Currently the only supported type of attack is a direct attack with infinite range.&lt;/p&gt;
&lt;p&gt;Additionally, I implemented attack cooldowns! It is now impossible to use a second attack while a previous one is playing out, and there will be some time before you can use an attack again after using it the first time. You&amp;rsquo;ll need to plan your attacks, no spamming them!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #007</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-007/</link>
      <pubDate>Mon, 13 Oct 2025 19:55:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-007/</guid>
      
      <description>&lt;p&gt;Managed to get combat fully working this week!&lt;/p&gt;
&lt;p&gt;I then promptly broke it on purpose. Going to be doing a lot of refactoring in order to make combat extensible and&amp;hellip; interesting, we&amp;rsquo;ll say.&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;m hoping to have the refactor done by the end of this week. When it&amp;rsquo;s done, the system should allow me to make complex, animated, and nuanced attacks for both the player and for enemies. I&amp;rsquo;ll also be able to extend to more types of attacks as development continues.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #006</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-006/</link>
      <pubDate>Sun, 05 Oct 2025 20:14:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-006/</guid>
      
      <description>&lt;p&gt;This week I continued working on the combat UI. It now displays when you enter combat and hides when you exit combat, as it should. I also implemented the code for it to be adjusted by the player. So now it&amp;rsquo;s starting to look and function properly! I also got the combat controls themselves implemented. At some point I will add control remapping, but that&amp;rsquo;ll come later.&lt;/p&gt;
&lt;p&gt;Next week, possibly even tomorrow, I will hopefully have a working combat encounter. The enemies won&amp;rsquo;t attack or anything, they&amp;rsquo;ll just stand there and take the hits until they die. But! If it works, then I can start to build on it!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #005</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-005/</link>
      <pubDate>Sun, 28 Sep 2025 17:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-005/</guid>
      
      <description>&lt;p&gt;This was a slow week for a few different reasons. Don&amp;rsquo;t worry about it. The big thing is I&amp;rsquo;ve been setting the website up. I did however make some progress!&lt;/p&gt;
&lt;p&gt;Namely I started working on the combat UI and I tested the targeting code. Targeting code worked nearly perfectly, just needed one fix. May need polish later but that&amp;rsquo;s for later, the important thing for now is it&amp;rsquo;s functional.&lt;/p&gt;
&lt;p&gt;There is one thing I really want to get working on the website that won&amp;rsquo;t affect y&amp;rsquo;all but will affect me. I&amp;rsquo;m gonna try a few more days to get it working. If I fail by&amp;hellip; Wednesday or so, I&amp;rsquo;ll go back to working on the game.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #004</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-004/</link>
      <pubDate>Sun, 21 Sep 2025 18:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-004/</guid>
      
      <description>&lt;p&gt;I made more progress than expected this week, despite recovering from my bike crash! Unfortunately none of it is in a state where it can be tested yet.&lt;/p&gt;
&lt;h2 id=&#34;combat---movement&#34;&gt;Combat - Movement&lt;/h2&gt;
&lt;p&gt;I implemented the movement code for the player while they&amp;rsquo;re in combat! The player has three movement speeds while in combat. They move fastest when moving towards the targeted enemy, slower when strafing the enemy, and slowest when moving away from the enemy.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #003</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-003/</link>
      <pubDate>Wed, 10 Sep 2025 16:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-003/</guid>
      
      <description>&lt;p&gt;This is a day late cause I crashed my bike a couple days ago! I&amp;rsquo;m resting and healing, but this coming week I probably won&amp;rsquo;t get much done.&lt;/p&gt;
&lt;h2 id=&#34;intro-cutscene&#34;&gt;Intro Cutscene&lt;/h2&gt;
&lt;p&gt;I got the rough (and I mean &lt;em&gt;rough&lt;/em&gt;) draft of the first part of the opening cutscene done. I&amp;rsquo;m happy with it! It looks pretty bad, but the important thing is it &lt;em&gt;exists&lt;/em&gt;. I can improve upon it as development continues. What immediately follows this segment is the combat tutorial, which means&amp;hellip;&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #002</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-002/</link>
      <pubDate>Sun, 07 Sep 2025 16:33:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-002/</guid>
      
      <description>&lt;p&gt;Second week of Trying Very Hard To Actually Commit To Making This Game. So what did I do this week?&lt;/p&gt;
&lt;h2 id=&#34;planning&#34;&gt;Planning&lt;/h2&gt;
&lt;p&gt;I know roughly how I want the combat system to work and made some notes - stats, calculations, rough implementation outline, etc. I&amp;rsquo;ll start implementing it fairly soon, after I finish the current Big Task.&lt;/p&gt;
&lt;h2 id=&#34;setting-up-private-git&#34;&gt;Setting Up Private Git&lt;/h2&gt;
&lt;p&gt;I haven&amp;rsquo;t actually been putting my work into a git repository, which is not very smart of me. I got a private git repo set up and made a bunch of individual commits corresponding to individual features I&amp;rsquo;ve added. This should also allow me to do work on my laptop when I&amp;rsquo;m out of the house.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #001</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-001/</link>
      <pubDate>Sun, 31 Aug 2025 02:28:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-001/</guid>
      
      <description>&lt;p&gt;Welcome to a devlog! I&amp;rsquo;m going to &lt;em&gt;attempt&lt;/em&gt; to doing a weekly log on what I&amp;rsquo;ve been working on for my game, Chasing Elysium. Progress will unfortunately be on the slower side, as I also have a full time job doing physical labor and I have my Let&amp;rsquo;s Plays and my raid group. I am very busy! But I want to get this game made.&lt;/p&gt;
&lt;p&gt;So! What did I do this week?&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - February 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/002-february/</link>
      <pubDate>Sat, 28 Feb 2026 00:00:00 +0000</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/002-february/</guid>
      
      <description>&lt;p&gt;Month 2 of this dev cycle, which means working on actual new content! And as it turns out a few other features that I need in order to fully implement that content.&lt;/p&gt;
&lt;h2 id=&#34;features&#34;&gt;Features&lt;/h2&gt;
&lt;h3 id=&#34;dialogue-auto-advance&#34;&gt;Dialogue Auto-Advance&lt;/h3&gt;
&lt;p&gt;Dialogue boxes can now auto-advance! This is a flag set on individual dialogue boxes, though I may eventually add the option to enable this for all dialogue in the settings.&lt;/p&gt;
&lt;h3 id=&#34;walk-n-talks&#34;&gt;Walk &amp;rsquo;n&amp;rsquo; Talks&lt;/h3&gt;
&lt;p&gt;The above enabled walk &amp;rsquo;n&amp;rsquo; talks! And attached to walk &amp;rsquo;n&amp;rsquo; talks, I also added the ability to forcibly slow the player down. While I don&amp;rsquo;t want to use this too much (really only if it makes sense narratively), it is a way to give more time for walk &amp;rsquo;n&amp;rsquo; talks to play out. The other aspect of giving them time to play out is to just&amp;hellip; design the areas well so there&amp;rsquo;s less chance of them getting interrupted.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - January 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/001-january/</link>
      <pubDate>Mon, 02 Feb 2026 15:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/001-january/</guid>
      
      <description>&lt;p&gt;My development cycle is shifting a little bit! Now that I have a couple of prototypes under my belt and feedback from friends, I&amp;rsquo;m shifting into a 3 month cycle for new builds.&lt;/p&gt;
&lt;p&gt;Month 1 is new features, functionality, and refactoring. Month 2 is new content. Month 3 is assets such as graphics and &lt;em&gt;eventually&lt;/em&gt; audio (I&amp;rsquo;m trying to learn piano and music composition! it&amp;rsquo;s hard but i want to do it!). Month 3 will also include polish, any last minute bug fixes, and play testing to prepare for an alpha build to distribute to friends.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #012</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-012/</link>
      <pubDate>Fri, 05 Dec 2025 16:47:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-012/</guid>
      
      <description>&lt;p&gt;I released the v0.0.1 prototype to friends last month! Got some feedback which was greatly appreciated, both praise for things going well and information on things I need to improve. A new v0.0.2 prototype just went out to friends with this month&amp;rsquo;s updates. I hope to put out a prototype every 3 months or so from here on.&lt;/p&gt;
&lt;p&gt;Now then, let&amp;rsquo;s go over the things I&amp;rsquo;ve done this month!&lt;/p&gt;
&lt;h2 id=&#34;refactoring&#34;&gt;Refactoring&lt;/h2&gt;
&lt;p&gt;Oh hey more of this refactoring business. When I was wrapping up the prototype last month, I learned a few things about Godot and ran into some pain points with my code, particularly with putting cutscenes together. The first three days of the month were therefore dedicated to a bit of refactoring and reorganization.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #011</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-011/</link>
      <pubDate>Sun, 30 Nov 2025 15:24:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-011/</guid>
      
      <description>&lt;p&gt;Hey all, it&amp;rsquo;s time for the November 2025 devlog!&lt;/p&gt;
&lt;h2 id=&#34;writing&#34;&gt;Writing&lt;/h2&gt;
&lt;p&gt;I finally got around to getting some of the writing for the game down in an actual tangible format. I have the prologue and chapters 1, 2, 9, and 10 outlined in some detail. Skeletons exist for chapters 3, 4, 5, and 6. I also have a particular aspect of the story that will be present in chapters 2 - 10 outlined in some detail as well. Chapters 1 - 10 will comprise &amp;ldquo;Act 1&amp;rdquo;.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #010</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-010/</link>
      <pubDate>Fri, 31 Oct 2025 16:23:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-010/</guid>
      
      <description>&lt;p&gt;Hey all! It&amp;rsquo;s the end of the month so I figured I&amp;rsquo;d try writing up a little recap of everything I did for my game, Chasing Elysium, over the course of the month. I imagine this will be a good way to really get a feel for just how much progress I am actually making.&lt;/p&gt;
&lt;p&gt;Honestly, there is a chance I might just switch the devlogs to being monthly instead of weekly. Weekly is a lot! Monthly feels like I&amp;rsquo;d actually have something substantial to say!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #009</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-009/</link>
      <pubDate>Sun, 26 Oct 2025 19:20:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-009/</guid>
      
      <description>&lt;p&gt;Taking a break from the game itself to work on the dialogue editor! This week I rewrote the code for loading the cutscene/dialogue files, and I expanded it to include saving files. The new setup is much more maintainable and extensible I believe, and I should be able to just drop it in any project that might use the format. I will need to rewrite the handling in the game itself to bridge the file handling with the actual dialogue engine in-game, but that shouldn&amp;rsquo;t be too difficult.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #008</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-008/</link>
      <pubDate>Mon, 20 Oct 2025 16:26:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-008/</guid>
      
      <description>&lt;p&gt;Busy week!&lt;/p&gt;
&lt;p&gt;More combat work! I finished reworking attacks to be AnimationPlayer based, which will provide all the flexibility we need in designing them. I&amp;rsquo;ll need to extend the attack API over time to allow for more types of attacks, but that can come as needed. Currently the only supported type of attack is a direct attack with infinite range.&lt;/p&gt;
&lt;p&gt;Additionally, I implemented attack cooldowns! It is now impossible to use a second attack while a previous one is playing out, and there will be some time before you can use an attack again after using it the first time. You&amp;rsquo;ll need to plan your attacks, no spamming them!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #007</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-007/</link>
      <pubDate>Mon, 13 Oct 2025 19:55:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-007/</guid>
      
      <description>&lt;p&gt;Managed to get combat fully working this week!&lt;/p&gt;
&lt;p&gt;I then promptly broke it on purpose. Going to be doing a lot of refactoring in order to make combat extensible and&amp;hellip; interesting, we&amp;rsquo;ll say.&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;m hoping to have the refactor done by the end of this week. When it&amp;rsquo;s done, the system should allow me to make complex, animated, and nuanced attacks for both the player and for enemies. I&amp;rsquo;ll also be able to extend to more types of attacks as development continues.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #006</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-006/</link>
      <pubDate>Sun, 05 Oct 2025 20:14:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-006/</guid>
      
      <description>&lt;p&gt;This week I continued working on the combat UI. It now displays when you enter combat and hides when you exit combat, as it should. I also implemented the code for it to be adjusted by the player. So now it&amp;rsquo;s starting to look and function properly! I also got the combat controls themselves implemented. At some point I will add control remapping, but that&amp;rsquo;ll come later.&lt;/p&gt;
&lt;p&gt;Next week, possibly even tomorrow, I will hopefully have a working combat encounter. The enemies won&amp;rsquo;t attack or anything, they&amp;rsquo;ll just stand there and take the hits until they die. But! If it works, then I can start to build on it!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #005</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-005/</link>
      <pubDate>Sun, 28 Sep 2025 17:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-005/</guid>
      
      <description>&lt;p&gt;This was a slow week for a few different reasons. Don&amp;rsquo;t worry about it. The big thing is I&amp;rsquo;ve been setting the website up. I did however make some progress!&lt;/p&gt;
&lt;p&gt;Namely I started working on the combat UI and I tested the targeting code. Targeting code worked nearly perfectly, just needed one fix. May need polish later but that&amp;rsquo;s for later, the important thing for now is it&amp;rsquo;s functional.&lt;/p&gt;
&lt;p&gt;There is one thing I really want to get working on the website that won&amp;rsquo;t affect y&amp;rsquo;all but will affect me. I&amp;rsquo;m gonna try a few more days to get it working. If I fail by&amp;hellip; Wednesday or so, I&amp;rsquo;ll go back to working on the game.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #004</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-004/</link>
      <pubDate>Sun, 21 Sep 2025 18:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-004/</guid>
      
      <description>&lt;p&gt;I made more progress than expected this week, despite recovering from my bike crash! Unfortunately none of it is in a state where it can be tested yet.&lt;/p&gt;
&lt;h2 id=&#34;combat---movement&#34;&gt;Combat - Movement&lt;/h2&gt;
&lt;p&gt;I implemented the movement code for the player while they&amp;rsquo;re in combat! The player has three movement speeds while in combat. They move fastest when moving towards the targeted enemy, slower when strafing the enemy, and slowest when moving away from the enemy.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #003</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-003/</link>
      <pubDate>Wed, 10 Sep 2025 16:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-003/</guid>
      
      <description>&lt;p&gt;This is a day late cause I crashed my bike a couple days ago! I&amp;rsquo;m resting and healing, but this coming week I probably won&amp;rsquo;t get much done.&lt;/p&gt;
&lt;h2 id=&#34;intro-cutscene&#34;&gt;Intro Cutscene&lt;/h2&gt;
&lt;p&gt;I got the rough (and I mean &lt;em&gt;rough&lt;/em&gt;) draft of the first part of the opening cutscene done. I&amp;rsquo;m happy with it! It looks pretty bad, but the important thing is it &lt;em&gt;exists&lt;/em&gt;. I can improve upon it as development continues. What immediately follows this segment is the combat tutorial, which means&amp;hellip;&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #002</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-002/</link>
      <pubDate>Sun, 07 Sep 2025 16:33:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-002/</guid>
      
      <description>&lt;p&gt;Second week of Trying Very Hard To Actually Commit To Making This Game. So what did I do this week?&lt;/p&gt;
&lt;h2 id=&#34;planning&#34;&gt;Planning&lt;/h2&gt;
&lt;p&gt;I know roughly how I want the combat system to work and made some notes - stats, calculations, rough implementation outline, etc. I&amp;rsquo;ll start implementing it fairly soon, after I finish the current Big Task.&lt;/p&gt;
&lt;h2 id=&#34;setting-up-private-git&#34;&gt;Setting Up Private Git&lt;/h2&gt;
&lt;p&gt;I haven&amp;rsquo;t actually been putting my work into a git repository, which is not very smart of me. I got a private git repo set up and made a bunch of individual commits corresponding to individual features I&amp;rsquo;ve added. This should also allow me to do work on my laptop when I&amp;rsquo;m out of the house.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #001</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-001/</link>
      <pubDate>Sun, 31 Aug 2025 02:28:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-001/</guid>
      
      <description>&lt;p&gt;Welcome to a devlog! I&amp;rsquo;m going to &lt;em&gt;attempt&lt;/em&gt; to doing a weekly log on what I&amp;rsquo;ve been working on for my game, Chasing Elysium. Progress will unfortunately be on the slower side, as I also have a full time job doing physical labor and I have my Let&amp;rsquo;s Plays and my raid group. I am very busy! But I want to get this game made.&lt;/p&gt;
&lt;p&gt;So! What did I do this week?&lt;/p&gt;</description>
      
    </item>
    
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      <title>Chasing Elysium - February 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/002-february/</link>
      <pubDate>Sat, 28 Feb 2026 00:00:00 +0000</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/002-february/</guid>
      
      <description>&lt;p&gt;Month 2 of this dev cycle, which means working on actual new content! And as it turns out a few other features that I need in order to fully implement that content.&lt;/p&gt;
&lt;h2 id=&#34;features&#34;&gt;Features&lt;/h2&gt;
&lt;h3 id=&#34;dialogue-auto-advance&#34;&gt;Dialogue Auto-Advance&lt;/h3&gt;
&lt;p&gt;Dialogue boxes can now auto-advance! This is a flag set on individual dialogue boxes, though I may eventually add the option to enable this for all dialogue in the settings.&lt;/p&gt;
&lt;h3 id=&#34;walk-n-talks&#34;&gt;Walk &amp;rsquo;n&amp;rsquo; Talks&lt;/h3&gt;
&lt;p&gt;The above enabled walk &amp;rsquo;n&amp;rsquo; talks! And attached to walk &amp;rsquo;n&amp;rsquo; talks, I also added the ability to forcibly slow the player down. While I don&amp;rsquo;t want to use this too much (really only if it makes sense narratively), it is a way to give more time for walk &amp;rsquo;n&amp;rsquo; talks to play out. The other aspect of giving them time to play out is to just&amp;hellip; design the areas well so there&amp;rsquo;s less chance of them getting interrupted.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - January 2026 Devlog</title>
      <link>https://www.pixelkitty.org/devlog/2026/001-january/</link>
      <pubDate>Mon, 02 Feb 2026 15:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2026/001-january/</guid>
      
      <description>&lt;p&gt;My development cycle is shifting a little bit! Now that I have a couple of prototypes under my belt and feedback from friends, I&amp;rsquo;m shifting into a 3 month cycle for new builds.&lt;/p&gt;
&lt;p&gt;Month 1 is new features, functionality, and refactoring. Month 2 is new content. Month 3 is assets such as graphics and &lt;em&gt;eventually&lt;/em&gt; audio (I&amp;rsquo;m trying to learn piano and music composition! it&amp;rsquo;s hard but i want to do it!). Month 3 will also include polish, any last minute bug fixes, and play testing to prepare for an alpha build to distribute to friends.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #012</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-012/</link>
      <pubDate>Fri, 05 Dec 2025 16:47:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-012/</guid>
      
      <description>&lt;p&gt;I released the v0.0.1 prototype to friends last month! Got some feedback which was greatly appreciated, both praise for things going well and information on things I need to improve. A new v0.0.2 prototype just went out to friends with this month&amp;rsquo;s updates. I hope to put out a prototype every 3 months or so from here on.&lt;/p&gt;
&lt;p&gt;Now then, let&amp;rsquo;s go over the things I&amp;rsquo;ve done this month!&lt;/p&gt;
&lt;h2 id=&#34;refactoring&#34;&gt;Refactoring&lt;/h2&gt;
&lt;p&gt;Oh hey more of this refactoring business. When I was wrapping up the prototype last month, I learned a few things about Godot and ran into some pain points with my code, particularly with putting cutscenes together. The first three days of the month were therefore dedicated to a bit of refactoring and reorganization.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #011</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-011/</link>
      <pubDate>Sun, 30 Nov 2025 15:24:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-011/</guid>
      
      <description>&lt;p&gt;Hey all, it&amp;rsquo;s time for the November 2025 devlog!&lt;/p&gt;
&lt;h2 id=&#34;writing&#34;&gt;Writing&lt;/h2&gt;
&lt;p&gt;I finally got around to getting some of the writing for the game down in an actual tangible format. I have the prologue and chapters 1, 2, 9, and 10 outlined in some detail. Skeletons exist for chapters 3, 4, 5, and 6. I also have a particular aspect of the story that will be present in chapters 2 - 10 outlined in some detail as well. Chapters 1 - 10 will comprise &amp;ldquo;Act 1&amp;rdquo;.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #010</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-010/</link>
      <pubDate>Fri, 31 Oct 2025 16:23:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-010/</guid>
      
      <description>&lt;p&gt;Hey all! It&amp;rsquo;s the end of the month so I figured I&amp;rsquo;d try writing up a little recap of everything I did for my game, Chasing Elysium, over the course of the month. I imagine this will be a good way to really get a feel for just how much progress I am actually making.&lt;/p&gt;
&lt;p&gt;Honestly, there is a chance I might just switch the devlogs to being monthly instead of weekly. Weekly is a lot! Monthly feels like I&amp;rsquo;d actually have something substantial to say!&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #009</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-009/</link>
      <pubDate>Sun, 26 Oct 2025 19:20:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-009/</guid>
      
      <description>&lt;p&gt;Taking a break from the game itself to work on the dialogue editor! This week I rewrote the code for loading the cutscene/dialogue files, and I expanded it to include saving files. The new setup is much more maintainable and extensible I believe, and I should be able to just drop it in any project that might use the format. I will need to rewrite the handling in the game itself to bridge the file handling with the actual dialogue engine in-game, but that shouldn&amp;rsquo;t be too difficult.&lt;/p&gt;</description>
      
    </item>
    
    <item>
      <title>Chasing Elysium - Devlog #008</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-008/</link>
      <pubDate>Mon, 20 Oct 2025 16:26:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-008/</guid>
      
      <description>&lt;p&gt;Busy week!&lt;/p&gt;
&lt;p&gt;More combat work! I finished reworking attacks to be AnimationPlayer based, which will provide all the flexibility we need in designing them. I&amp;rsquo;ll need to extend the attack API over time to allow for more types of attacks, but that can come as needed. Currently the only supported type of attack is a direct attack with infinite range.&lt;/p&gt;
&lt;p&gt;Additionally, I implemented attack cooldowns! It is now impossible to use a second attack while a previous one is playing out, and there will be some time before you can use an attack again after using it the first time. You&amp;rsquo;ll need to plan your attacks, no spamming them!&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - Devlog #007</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-007/</link>
      <pubDate>Mon, 13 Oct 2025 19:55:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-007/</guid>
      
      <description>&lt;p&gt;Managed to get combat fully working this week!&lt;/p&gt;
&lt;p&gt;I then promptly broke it on purpose. Going to be doing a lot of refactoring in order to make combat extensible and&amp;hellip; interesting, we&amp;rsquo;ll say.&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;m hoping to have the refactor done by the end of this week. When it&amp;rsquo;s done, the system should allow me to make complex, animated, and nuanced attacks for both the player and for enemies. I&amp;rsquo;ll also be able to extend to more types of attacks as development continues.&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - Devlog #006</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-006/</link>
      <pubDate>Sun, 05 Oct 2025 20:14:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-006/</guid>
      
      <description>&lt;p&gt;This week I continued working on the combat UI. It now displays when you enter combat and hides when you exit combat, as it should. I also implemented the code for it to be adjusted by the player. So now it&amp;rsquo;s starting to look and function properly! I also got the combat controls themselves implemented. At some point I will add control remapping, but that&amp;rsquo;ll come later.&lt;/p&gt;
&lt;p&gt;Next week, possibly even tomorrow, I will hopefully have a working combat encounter. The enemies won&amp;rsquo;t attack or anything, they&amp;rsquo;ll just stand there and take the hits until they die. But! If it works, then I can start to build on it!&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - Devlog #005</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-005/</link>
      <pubDate>Sun, 28 Sep 2025 17:11:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-005/</guid>
      
      <description>&lt;p&gt;This was a slow week for a few different reasons. Don&amp;rsquo;t worry about it. The big thing is I&amp;rsquo;ve been setting the website up. I did however make some progress!&lt;/p&gt;
&lt;p&gt;Namely I started working on the combat UI and I tested the targeting code. Targeting code worked nearly perfectly, just needed one fix. May need polish later but that&amp;rsquo;s for later, the important thing for now is it&amp;rsquo;s functional.&lt;/p&gt;
&lt;p&gt;There is one thing I really want to get working on the website that won&amp;rsquo;t affect y&amp;rsquo;all but will affect me. I&amp;rsquo;m gonna try a few more days to get it working. If I fail by&amp;hellip; Wednesday or so, I&amp;rsquo;ll go back to working on the game.&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - Devlog #004</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-004/</link>
      <pubDate>Sun, 21 Sep 2025 18:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-004/</guid>
      
      <description>&lt;p&gt;I made more progress than expected this week, despite recovering from my bike crash! Unfortunately none of it is in a state where it can be tested yet.&lt;/p&gt;
&lt;h2 id=&#34;combat---movement&#34;&gt;Combat - Movement&lt;/h2&gt;
&lt;p&gt;I implemented the movement code for the player while they&amp;rsquo;re in combat! The player has three movement speeds while in combat. They move fastest when moving towards the targeted enemy, slower when strafing the enemy, and slowest when moving away from the enemy.&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - Devlog #003</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-003/</link>
      <pubDate>Wed, 10 Sep 2025 16:25:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-003/</guid>
      
      <description>&lt;p&gt;This is a day late cause I crashed my bike a couple days ago! I&amp;rsquo;m resting and healing, but this coming week I probably won&amp;rsquo;t get much done.&lt;/p&gt;
&lt;h2 id=&#34;intro-cutscene&#34;&gt;Intro Cutscene&lt;/h2&gt;
&lt;p&gt;I got the rough (and I mean &lt;em&gt;rough&lt;/em&gt;) draft of the first part of the opening cutscene done. I&amp;rsquo;m happy with it! It looks pretty bad, but the important thing is it &lt;em&gt;exists&lt;/em&gt;. I can improve upon it as development continues. What immediately follows this segment is the combat tutorial, which means&amp;hellip;&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - Devlog #002</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-002/</link>
      <pubDate>Sun, 07 Sep 2025 16:33:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-002/</guid>
      
      <description>&lt;p&gt;Second week of Trying Very Hard To Actually Commit To Making This Game. So what did I do this week?&lt;/p&gt;
&lt;h2 id=&#34;planning&#34;&gt;Planning&lt;/h2&gt;
&lt;p&gt;I know roughly how I want the combat system to work and made some notes - stats, calculations, rough implementation outline, etc. I&amp;rsquo;ll start implementing it fairly soon, after I finish the current Big Task.&lt;/p&gt;
&lt;h2 id=&#34;setting-up-private-git&#34;&gt;Setting Up Private Git&lt;/h2&gt;
&lt;p&gt;I haven&amp;rsquo;t actually been putting my work into a git repository, which is not very smart of me. I got a private git repo set up and made a bunch of individual commits corresponding to individual features I&amp;rsquo;ve added. This should also allow me to do work on my laptop when I&amp;rsquo;m out of the house.&lt;/p&gt;</description>
      
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    <item>
      <title>Chasing Elysium - Devlog #001</title>
      <link>https://www.pixelkitty.org/devlog/2025/ce-001/</link>
      <pubDate>Sun, 31 Aug 2025 02:28:00 -0600</pubDate>
      
      <guid>https://www.pixelkitty.org/devlog/2025/ce-001/</guid>
      
      <description>&lt;p&gt;Welcome to a devlog! I&amp;rsquo;m going to &lt;em&gt;attempt&lt;/em&gt; to doing a weekly log on what I&amp;rsquo;ve been working on for my game, Chasing Elysium. Progress will unfortunately be on the slower side, as I also have a full time job doing physical labor and I have my Let&amp;rsquo;s Plays and my raid group. I am very busy! But I want to get this game made.&lt;/p&gt;
&lt;p&gt;So! What did I do this week?&lt;/p&gt;</description>
      
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