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Jump Logs: The OG DJ (#4) | July 2026
This is now the fourth Jump Log, and development has really started to ramp up as I work towards getting a playable demo ready for friends to try this December. I'm aware that the last two blog posts have been quite long, although hopefully they have been informative and have given a deeper insight into the development of Dimension Jumper. For this blog post, I’ve decided to make it a little shorter and talk about the game that started it all... the original Dimension Jumper
Jul 20


Jump Logs: Gameplay Loop (#3) | June 2026
This is the third Jump Log, and I'm really glad I've managed to stick with these so far. The long-term plan is that once the Steam page goes live, I'll start making video content, showing gameplay, and slowly building hype around the game. It'll also give me a way to gather feedback from people before I move into more structured playtesting, which should be really valuable for shaping the game going forward. The previous Jump Logs have covered a general overview of the projec
Jun 20


Jump Logs: Rooms (#2) | May 2026
In the last Jump Log, I mentioned that I wanted to talk about the lobby system, as it was the most recent feature I had worked on. However, the more I thought about it, the more I realised it would make more sense to first cover some of the core systems that truly define Dimension Jumper. And one of the most important parts of the game is its room system. Since Dimension Jumper is heavily inspired by Sorcery on the Amstrad, the interconnected rooms are naturally one of the bi
May 20


Jump Logs: Starting Out (#1) | April 2026
This is the first entry in the development blog series for my indie game (and remake), Dimension Jumper, titled Jump Logs. After a year and a half of development, I've decided to commit to monthly updates leading up to the Steam page launch and beyond. The plan is to keep these going all the way to full release, with videos and trailers attached along the way. These won't be super long posts, just a quick look at what I worked on over the previous month, and what's coming nex
Apr 20


Inside the Ruins: Motivation & Fixes (#2)
Hello, and welcome to the second edition of 'Inside the Ruins'. Firstly, I want to apologise for not delivering on monthly blogs. I was very busy during the month of November and therefore, unable to post about the current state of The Forsaken Ruins. To save me from feeling guilty in the future, I have decided to ditch monthly blogs completely (that lasted long) and rather post whenever I see fit. In addition, I have decided to give myself extra time to properly finish off T
Dec 30, 2021


Inside the Ruins: Hardships (#1)
Hello, and welcome to the first edition of 'Inside the Ruins.' Starting from October, expect to see monthly blogs that provide an in-depth look at the current state of The Forsaken Ruins. Moreover, these blogs are intended to offer insight into a wider area of game development, including topics such as overcoming roadblocks, managing project scope, mistakes made during development and general motivation. I hope to continue working on The Forsaken Ruins right up until the end
Oct 20, 2021
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