> 05/24/24: Jon implements "coyote time," Max sends a rough outline for the first level, and the gang recovers from accidentally leaking confidential documents. Also, Zeryn decided to show up.
> 05/17/24: Jon updates the rest of the dev team on the movement/platforming mechanics and pause system.
> 05/11/24: the first state of the game. Showcases the completed mechanics after three days of working on the game logic.Â
> 05/10/24: in this devlog, Jon discusses the features needed to meet the team's May 17th proof of concept deadline and begins work on coding the game.
> 04/10/24: the third (3rd) dev log. We talk about the plot of the game, a new Cyberpunk-style direction, overall ideas, and interview Rees about his dreams.
> 04/02/24: the second dev log. The sequel. The full team discussed strategy, ideas for game design, as well as individual and team tasks for everyone moving forward.
> 03/18/24: the first dev log. Simon and Jon began brainstorming the initial concept for Infinite Hazard's first full-length game, Oneironautics.