<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Aseprite on ArnoldAnt Blog</title><link>https://arnoldant.github.io/blog/tags/aseprite/</link><description>Recent content in Aseprite on ArnoldAnt Blog</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><lastBuildDate>Wed, 04 Mar 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://arnoldant.github.io/blog/tags/aseprite/index.xml" rel="self" type="application/rss+xml"/><item><title>Game Devlog 03/04/2025</title><link>https://arnoldant.github.io/blog/p/game-devlog-03/04/2025/</link><pubDate>Wed, 04 Mar 2026 00:00:00 +0000</pubDate><guid>https://arnoldant.github.io/blog/p/game-devlog-03/04/2025/</guid><description>&lt;img src="https://arnoldant.github.io/blog/p/game-devlog-03/04/2025/cover.jpg" alt="Featured image of post Game Devlog 03/04/2025" /&gt;&lt;p&gt;Hey everyone! 👋&lt;/p&gt;
&lt;p&gt;Game development has been a big part of my routine lately, but like many long creative projects, it sometimes helps to step back and adjust the plan.&lt;/p&gt;
&lt;p&gt;For the past several months, I’ve been focused on Project Five, which has been my most ambitious game so far. As the project grew, I started realizing that while I’m excited about it, it’s also turning into something fairly large. Big projects are great learning experiences, but they also take a long time to finish, polish, and release.&lt;/p&gt;
&lt;p&gt;So I decided to take a short break from Project Five and work on a much smaller game instead.&lt;/p&gt;
&lt;p&gt;This isn’t abandoning the project—it’s more like a strategic detour. My goal with this smaller project is to create something simpler, tighter, and easier to ship. Finishing games is an important skill, and releasing something sooner helps keep motivation high while also providing valuable experience with the full development cycle.&lt;/p&gt;
&lt;p&gt;Still Showing Up Every Day&lt;/p&gt;
&lt;p&gt;Even though I’ve shifted focus to a smaller project, I’m still working on game development consistently. Lately my schedule has been getting busier, especially with job searching happening at the same time. Balancing those responsibilities with game development hasn’t always been easy, but I’ve been making an effort to keep showing up and making progress, even if it’s just a little each day.&lt;/p&gt;
&lt;p&gt;Consistency matters a lot more than huge bursts of productivity. Some days that means implementing a mechanic, other days it might mean debugging, learning something new, or even just planning the next steps.&lt;/p&gt;
&lt;p&gt;As long as progress continues, the projects move forward.&lt;/p&gt;
&lt;p&gt;Learning Multiplayer Networking in Godot&lt;/p&gt;
&lt;p&gt;One of the biggest technical areas I’ve been diving into recently is multiplayer networking. It’s something I’ve always wanted to learn, but it can definitely be one of the more complex parts of game development.&lt;/p&gt;
&lt;p&gt;Using Godot’s multiplayer systems, I’ve been experimenting with:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;Peer connections&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Server authority and synchronization&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Spawning players across the network&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Managing game state between clients&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Networking forces you to think about your code differently. Things that are simple in single-player—like spawning objects or updating player states—suddenly require careful synchronization between machines.&lt;/p&gt;
&lt;p&gt;It’s been challenging, but also really rewarding to see it start working.&lt;/p&gt;
&lt;p&gt;A Fun Milestone&lt;/p&gt;
&lt;p&gt;One of the coolest milestones recently was getting a multiplayer build running where all of my friends could join and play together. Seeing people connect to the game and interact in the same world was a huge moment for me.&lt;/p&gt;
&lt;p&gt;It’s one thing to run multiplayer locally or with two test instances, but having a group of friends jump in and actually play the game together makes everything feel real. It’s also been incredibly helpful for testing, because multiplayer games reveal bugs and edge cases very quickly once more players get involved.&lt;/p&gt;
&lt;p&gt;Moments like that are a big reminder of why I enjoy building games in the first place.&lt;/p&gt;
&lt;p&gt;Looking Ahead&lt;/p&gt;
&lt;p&gt;For now, the plan is simple:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;Keep making steady progress on the smaller project&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Learn more about multiplayer networking&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Continue balancing development with job searching&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Eventually return to Project Five with more experience and momentum&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Game development is a long journey, and sometimes the best way forward is taking smaller steps that help you learn, finish things, and stay motivated along the way.&lt;/p&gt;
&lt;p&gt;I’m excited to see where this smaller project goes—and even more excited to eventually bring those lessons back into the larger one.&lt;/p&gt;
&lt;p&gt;More updates soon.&lt;/p&gt;</description></item><item><title>Game Devlog 12/29/2025</title><link>https://arnoldant.github.io/blog/p/game-devlog-12/29/2025/</link><pubDate>Mon, 29 Dec 2025 00:00:00 +0000</pubDate><guid>https://arnoldant.github.io/blog/p/game-devlog-12/29/2025/</guid><description>&lt;img src="https://arnoldant.github.io/blog/p/game-devlog-12/29/2025/cover.jpg" alt="Featured image of post Game Devlog 12/29/2025" /&gt;&lt;p&gt;Hey everyone! Happy Holidays! 👋&lt;/p&gt;
&lt;p&gt;Lately, I’ve been working nonstop on the game, and it finally feels like things are coming together in a real, tangible way. I’m getting close to having a proper proof of concept build, which is a huge milestone for this project.&lt;/p&gt;
&lt;p&gt;A lot of the recent work has been about tying systems together and polishing the feel of the game rather than just adding new mechanics. It’s less flashy work, but it’s the kind that really defines whether the game works or not.&lt;/p&gt;
&lt;p&gt;As a small sneak peek, here’s the main menu I’ve been building. This is one of those pieces that sets the tone right away, so I spent a lot of time making sure it reflects the mood of the game and feels cohesive with the rest of the visuals.&lt;/p&gt;
&lt;p&gt;What makes this especially meaningful to me is that I created both the visuals and the music for this menu. On the audio side, this is actually my first time using FL Studio, so there was a pretty steep learning curve. That said, it’s been incredibly rewarding to see (and hear) everything come together, even if it’s still rough around the edges.&lt;/p&gt;
&lt;p&gt;Once the proof of concept build is ready, I plan to have a group of friends and family playtest the game and give me honest, unfiltered feedback. I want to see how the game feels in fresh hands, what works, what doesn’t, and where it needs improvement. My goal is for this game to be something truly special, and that means being open to critique and refining it until it feels complete and intentional.&lt;/p&gt;
&lt;p&gt;There’s still work to do, but I’m at the point where the game is starting to feel like a game, not just a collection of systems. The proof of concept build is almost here, and once that’s done, I’ll be able to share more concrete progress.&lt;/p&gt;
&lt;p&gt;Coming soon is the new year, and I&amp;rsquo;m not one to believe in superstitions and common beliefs with its arrival, but this time I want to be different. Whenever I work on this game, I feel a sense of belonging. Not sure if anyone else has felt this, but a sense of &amp;ldquo;this is what I&amp;rsquo;m supposed to be.&amp;rdquo; Coming into 2026, I’m wishing for clarity, progress within this project, and growth throughout the many challenges in my life. Happy New Year!&lt;/p&gt;
&lt;p&gt;More updates soon.&lt;/p&gt;
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&lt;/div&gt;</description></item><item><title>Game Devlog 10/22/2025</title><link>https://arnoldant.github.io/blog/p/game-devlog-10/22/2025/</link><pubDate>Wed, 22 Oct 2025 00:00:00 +0000</pubDate><guid>https://arnoldant.github.io/blog/p/game-devlog-10/22/2025/</guid><description>&lt;img src="https://arnoldant.github.io/blog/p/game-devlog-10/22/2025/cover.jpg" alt="Featured image of post Game Devlog 10/22/2025" /&gt;&lt;p&gt;Hey everyone! 👋&lt;/p&gt;
&lt;p&gt;It’s been a little while since my last post, but don’t worry! I’ve still been working on Project Five every single day. I decided to focus more on actually making the game and recording gameplay footage rather than editing and posting updates. That said, there’s been a ton of progress behind the scenes that I can’t wait to start sharing again.&lt;/p&gt;
&lt;p&gt;Today, I’m excited to show a new combat preview that highlights where the game’s roguelike mechanics truly start to shine. Each ring you equip now comes with a random buff, adding a whole new layer of depth and replayability to the gameplay.&lt;/p&gt;
&lt;p&gt;Here are some examples of what you can expect:&lt;/p&gt;
&lt;p&gt;🔥 Damage buffs for specific elements
⚡ Reload speed reductions for faster attacks
🦾 Augment buffs that directly enhance the hand — reserved only for legendary rings&lt;/p&gt;
&lt;p&gt;Legendary rings drop with their unique, fixed augment buff, while common buffs can stack, making your character incredibly powerful with the right combinations.&lt;/p&gt;
&lt;p&gt;Alongside the combat overhaul, I’ve also updated the HUD, refined enemy behavior, and made improvements to the background visuals to give the world more atmosphere and depth.&lt;/p&gt;
&lt;p&gt;There’s still so much more I want to share — but for now, check out the new combat video!
I hope you enjoy the video and stay tuned for more updates.&lt;/p&gt;
&lt;p&gt;#IndieDev #GameDev #PixelArt #Devlog #PoisonAbilities #DanceMinigame&lt;/p&gt;
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&lt;/div&gt;</description></item><item><title>Game Devlog 9/12/2025</title><link>https://arnoldant.github.io/blog/p/game-devlog-9/12/2025/</link><pubDate>Fri, 12 Sep 2025 00:00:00 +0000</pubDate><guid>https://arnoldant.github.io/blog/p/game-devlog-9/12/2025/</guid><description>&lt;img src="https://arnoldant.github.io/blog/p/game-devlog-9/12/2025/cover.jpg" alt="Featured image of post Game Devlog 9/12/2025" /&gt;&lt;p&gt;This week’s update brings some exciting new systems and enemy tweaks to the game.&lt;/p&gt;
&lt;p&gt;🟢 Slime Improvements&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;Slimes now hop with varied timers for more natural movement&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Cleaner, more efficient code and updated animations&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Particle effects make them feel livelier than ever&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;☠️ Poison Abilities&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;Added a poison grenade and a ticking poison effect&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Spewer enemies are immune, adding a layer of strategy&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;🤸‍♂️ Player Tumble Animation&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;New mid-air tumble animation decreases hitbox size, perfect for dodging attacks&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;💃 Dance Room Expansion&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;Ambient lighting, new scenery, and dancing characters&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;A nod to some beloved cats, bringing a fun, lighthearted change of pace&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;What’s next? More ring abilities and environmental variety are on the way!&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;#IndieDev #GameDev #PixelArt #Devlog #PoisonAbilities #DanceMinigame&lt;/p&gt;
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&lt;/div&gt;</description></item><item><title>Game Devlog 9/08/2025</title><link>https://arnoldant.github.io/blog/p/game-devlog-9/08/2025/</link><pubDate>Mon, 08 Sep 2025 00:00:00 +0000</pubDate><guid>https://arnoldant.github.io/blog/p/game-devlog-9/08/2025/</guid><description>&lt;p&gt;This week’s update brought some big changes to the game, both in terms of enemies and new gameplay systems.&lt;/p&gt;
&lt;p&gt;🦴 The Guard Skeleton&lt;/p&gt;
&lt;p&gt;I introduced a brand-new enemy type: the Guard Skeleton.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;Equipped with a spear and shield&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Shield can block attacks, making combat more strategic&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Patrols the area and chases the player once spotted&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;This enemy is meant to feel tougher and more tactical than the regular ones, adding variety to encounters.&lt;/p&gt;
&lt;p&gt;💚 Slime Overhaul&lt;/p&gt;
&lt;p&gt;The Slime also received an upgrade.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;Cleaner, more efficient code behind the scenes&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Improved animations for smoother movement&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Added particle effects to give it more personality&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;It feels a lot more alive now, and it’s fun watching it bounce around.&lt;/p&gt;
&lt;p&gt;🕺 The Dancing Room&lt;/p&gt;
&lt;p&gt;The biggest addition is the Dancing Room, a brand-new minigame!&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;Inspired by DDR-style rhythm gameplay&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Features dance animations for the player character&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Adds a lighthearted, fun change of pace from the usual combat&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;This was a big step toward making the game feel more varied and unique.&lt;/p&gt;
&lt;p&gt;What’s Next?&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;m planning to work on the ring abilities and to add more variety to the environment, so stay tuned!&lt;/p&gt;
&lt;p&gt;Thanks for following along with the development. If you’ve got ideas, feedback, or just want to cheer the project on, I’d love to hear from you.&lt;/p&gt;
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&lt;/div&gt;</description></item><item><title>Game Devlog 8/28/2025</title><link>https://arnoldant.github.io/blog/p/game-devlog-8/28/2025/</link><pubDate>Thu, 28 Aug 2025 00:00:00 +0000</pubDate><guid>https://arnoldant.github.io/blog/p/game-devlog-8/28/2025/</guid><description>&lt;p&gt;🔥 Devlog Update – New Abilities, Sticky Terrain &amp;amp; Dungeon Progress! 🔥&lt;/p&gt;
&lt;p&gt;Since the last update, I’ve been grinding away under the hood and adding a ton of new mechanics and systems to the game:&lt;/p&gt;
&lt;p&gt;⚔️ Code &amp;amp; Systems Updates&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;Reworked player states and grapple system for smoother transitions.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Improved how special terrain interacts with movement.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Optimized under-the-hood code for better performance.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;🏰 Dungeon Expansion&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;Added a new dungeon room with unique layouts.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Special terrain now plays a bigger role in exploration and challenge.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;🔥 New Fire Abilities&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;Flame Double Jump – launch yourself with a fiery boost! Does damage to unfortunate souls beneath you.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Fire Shotgun – unleash a blast of pellet-like flames to clear enemies up close.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;🕸️ Sticky Terrain&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;A new environmental hazard: sticky ground that reduces your mobility and jump height, forcing more careful platforming and combat decisions.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;There’s still a lot to come, but I’m super excited about the direction the game is taking. Let me know what you think of the new abilities and terrain system!&lt;/p&gt;
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&lt;/div&gt;</description></item><item><title>Game Devlog 8/22/2025</title><link>https://arnoldant.github.io/blog/p/game-devlog-8/22/2025/</link><pubDate>Fri, 22 Aug 2025 00:00:00 +0000</pubDate><guid>https://arnoldant.github.io/blog/p/game-devlog-8/22/2025/</guid><description>&lt;p&gt;It’s been a packed week of development, and the game is starting to feel more alive with each update. Here’s a breakdown of everything I’ve added since last time:&lt;/p&gt;
&lt;p&gt;🏠 Placeholder Main Menu&lt;/p&gt;
&lt;p&gt;The project finally has a main menu! It’s simple for now, but it includes the basics: Start, Options, and Exit. This small step makes the game feel more like a complete experience instead of just jumping straight into gameplay.&lt;/p&gt;
&lt;p&gt;❤️ Classic Zelda-Style Health System&lt;/p&gt;
&lt;p&gt;I’ve swapped out the old placeholder health bar for a heart-based system, inspired by the classics. Each heart represents a chunk of health, and losing them feels satisfying and clear in a way that fits the game’s retro-inspired style.&lt;/p&gt;
&lt;p&gt;⚡ New Lightning Abilities&lt;/p&gt;
&lt;p&gt;The main character’s powers continue to evolve with two huge new additions:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;Triple Lightning Strike – With the lightning ring equipped, you can now call down three bolts of destruction, chaining your power together for massive damage.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Aerial Lightning Slam – Jump into the air and crash down, unleashing a thunderous lightning blast that strikes both enemies and the ground itself.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Both moves make combat feel more dynamic and give you more tools for chaining attacks together.&lt;/p&gt;
&lt;p&gt;🗝️ Secret Areas &amp;amp; Treasure&lt;/p&gt;
&lt;p&gt;Exploration just got more rewarding. I’ve added hidden rooms tucked away behind destructible terrain. If you’re curious enough to search, you’ll find secret chests waiting with valuable loot. This adds a nice layer of discovery and makes exploration more engaging.&lt;/p&gt;
&lt;p&gt;👾 New Enemy: The Spewer&lt;/p&gt;
&lt;p&gt;A fresh foe enters the battlefield: the Spewer.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;It burrows underground to reposition.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Pops up to spit poison projectiles.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Forces you to stay mobile and adapt.&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;It’s a fun twist compared to the melee-focused enemies so far and adds variety to combat encounters.&lt;/p&gt;
&lt;p&gt;💡 Lighting &amp;amp; Shadows&lt;/p&gt;
&lt;p&gt;To improve atmosphere, I’ve implemented dynamic lighting with terrain casting shadows. This small change makes the world feel richer and adds depth to caves, secret areas, and combat arenas.&lt;/p&gt;
&lt;p&gt;✅ What’s Next?&lt;/p&gt;
&lt;p&gt;With combat, exploration, and visual polish all improving, the game is slowly shaping into something cohesive. Next up, I’ll be refining the feel of combat even more and expanding enemy variety.&lt;/p&gt;
&lt;p&gt;Thanks for following along! This week’s changes made a huge difference in how the game plays and feels. Can’t wait to show you what’s coming next!&lt;/p&gt;
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&lt;/div&gt;</description></item><item><title>Game Devlog 8/15/2025</title><link>https://arnoldant.github.io/blog/p/game-devlog-8/15/2025/</link><pubDate>Fri, 15 Aug 2025 00:00:00 +0000</pubDate><guid>https://arnoldant.github.io/blog/p/game-devlog-8/15/2025/</guid><description>&lt;p&gt;I’m excited to share the first gameplay video from my 2D pixel roguelite game! Right now, the character has a basic punch, a grapple swing mechanic, and just three rooms to explore, but it’s already fun to see everything coming together.&lt;/p&gt;
&lt;p&gt;In this clip, you’ll get a glimpse of the movement and combat mechanics, including grappling through rooms and defeating the first slime enemy. It’s still early days, but seeing the mechanics in action really brings the world I’m building to life.&lt;/p&gt;
&lt;p&gt;I’ll be sharing more updates as the game grows, with new abilities, enemies, and levels. It’s exciting to finally give a peek behind the curtain at how the game is shaping up!&lt;/p&gt;
&lt;p&gt;Software used: Python, Godot Engine, Aseprite&lt;/p&gt;
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&lt;/div&gt;</description></item><item><title>Introduction to my Biggest Project</title><link>https://arnoldant.github.io/blog/p/introduction-to-my-biggest-project/</link><pubDate>Wed, 06 Aug 2025 00:00:00 +0000</pubDate><guid>https://arnoldant.github.io/blog/p/introduction-to-my-biggest-project/</guid><description>&lt;img src="https://arnoldant.github.io/blog/p/introduction-to-my-biggest-project/cover.gif" alt="Featured image of post Introduction to my Biggest Project" /&gt;&lt;p&gt;It’s been a while since I last shared a project here. Life got busy, and I stepped away from posting updates for longer than I planned. I’m sorry for the hiatus, but I’m excited to be back with something a little different this time.&lt;/p&gt;
&lt;p&gt;While most of my past posts have focused on data analysis, SQL, and R, I’ve recently revisited a long-time passion of mine: game development. Over the past few months, I’ve been working on a 2D pixel video game with roguelite mechanics, lightning-based abilities, and a story that balances lighthearted moments with a touch of tragedy. It’s been an amazing creative challenge, completely different from my usual analytical projects, but just as rewarding.&lt;/p&gt;
&lt;p&gt;I’ll be sharing more updates on this game and new data-driven projects soon. Thanks for sticking around during the break, and I’m excited to bring more to this space again!&lt;/p&gt;
&lt;p&gt;Software used: Python, Godot Engine, Aseprite&lt;/p&gt;</description></item></channel></rss>