Full notes
Full Wireless update
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What changed
- Gameplay
- UI and audio
A few supporters have spoken to me in person with questions about the game, and I kept hearing the same thing: "You should do a devlog!" Not a bad idea.
So here we are. Let me introduce you to Wireless — and the journey of building it. What is Wireless?
Wireless is a post-apocalyptic pixel art RPG where you play as Blue, a robot who wakes up with no memory, no orders, and no idea why it exists. The world is controlled by Mother Zero, a rogue AI that dominates every aspect of human and machine life. Your mission — which you'll discover over time — is to break that control. Not through domination, but collaboration.
The game features ATB combat with timed blocking and parrying, a party system where companions age and pass the torch to future generations, and a story that spans over 200 years. It's the game I've wanted to play for a long time, so I'm building it. The Team
I'm a solo dev (currently) with one other — Raskri — who creates music. He joined without hesitation or question. The vision was there, and I believe he sees it as clearly as I do. The game started out as a natural movement away from modding Divinity: Original Sin 2 to an actual game I could take full ownership of. Modding was a great gateway and I may go back to it time to time depending on how all this turns out. The Process
I don't know if you know this, but making a game is EXTREMELY TIME CONSUMING. I already knew dev took a lot of time, but full dev takes even more.
I'm using GameMaker Studio. Maybe there were better engines, but I've fully committed to GM. I needed something where I could handle sprites, scene building, animation — and GM does what I need.
Learning GML (GameMaker Language) was a huge step. I enlisted AI (Claude, specifically) to help diagnose and fix my code, which was invaluable. There are a lot of mechanics in play, and 50k lines of code is just the beginning.
Moving Away from AI Art
I used AI-generated pixel art early on for placeholders while testing mechanics. The current build still has a few, but I'm replacing all of them with my own assets.
I'm primarily using Blender now — for floors, walls, characters, everything. I'm not great at traditional sprite animation (especially isometric), but I AM good at Blender animation.
This lets me get accurate isometric animations for everything. Steam post image As I've improved in Blender, the quality of my assets has grown with me. Just last week, I decided I need a proper NPC template tool, so I've been building that too.
The problem with AI art, among siphoning creativity, is consistency — characters can look wildly different in style and proportion. While the generations can look cool, I'm moving away from it entirely now that I've found my workflow. Music
The OST is phenomenal (in my biased opinion) and really drives the game. I've been a musician for over 20 years, so composing has been a welcome break from programming and the graphics pipeline (export, import, resize, rename, repeat...).
I'll share more tracks as development continues, but the full OST is planned for Steam. A lot of work went into this.
Listen to the first boss battle theme here What's Next
In the next devlog, I'll dive into the combat system — how ATB and timed blocks and parries work together, and why I think this combination creates something special.
Thanks for following along. This is just the beginning.
— Dima RoboXero Studios
Wishlist Wireless on Steam: Wireless Follow announcements: @cnwireless
Source
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