2026.05.22
Devlog 17 - Movement Animations and Animation Tracking
This update focused on Jack's movement animations and on getting a clearer overview of the animation work still left to do.
Short development updates for Jackstrap.
These are short twice-weekly progress posts, not long devlogs.
2026.05.22
This update focused on Jack's movement animations and on getting a clearer overview of the animation work still left to do.
2026.05.15
This update focused on reworking east-facing animations, adding force / hitbox visuals, opening the Miro process, rebuilding the website, and starting localization work.
2026.05.10
This update changed the animation canvas size, improved north/south animations, added shadows, and started the public Miro / website direction.
2026.05.04
This update continued the UI pass, explored cards and tiles, and moved into north/south attack animation production.
2026.04.27
This update defined the first rough UI direction, introduced the family-jewels joke, and reworked some character animations.
2026.04.24
This update focused on outfit exporting and revealed how much heavier outfit animation work is compared with elemental variants.
2026.04.20
This update returned to animation work, adding the first elemental attack variants and improving the export workflow.
2026.03.25
This update defined the first full set of elemental directions and explored how Jack and the playable outfits could progress visually.
2026.03.15
This update focused on researching games in the arena-survivor space and starting the first pass on elemental attacks.
2026.03.05
This update focused on the first main-menu direction, using a gym scene and punching bags as interactive menu elements.
2026.02.25
This update focused on rough enemy concepts, including urchins, a snake, a cactus, and a porcupine-like enemy.
2026.02.24
This update explored Shaolin-inspired poses and the first technical ideas for bouncy boxing-ring ropes.
2026.02.23
This update had less game-code progress, but included a major attack-animation sequence and early questions about how combos should work.
2026.02.22
A major animation pass focused on all eight run directions and on learning how to draw convincing fighting motion for Jack.
2026.02.21
This update explored Jack’s straps as part of the combat identity, refined run animations, and locked in the first arena-size direction.
2026.02.20
This update focused on making Jack more concrete: model sheets, a first logo version, idle animation work, and early scale tests.
2026.02.19
Early visual tests for Jack focused on color, silhouette readability, eye design, and the first run-direction planning.