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  • On Tailoring Movesets For Rivals | Beneath The Ledge

    Since there are no ledge-grabs in Rivals of Aether, a low-recovery situation means that players have to force their way over the ledge with nothing but wall-jumps, wall-techs and an air-dodge to protect them. This works surprisingly well in the base game – but over the length of Rivals Workshop’s lifetime, I’ve started to consider…

  • On Tailoring Movesets For Rivals | Less Time Wasted

    It’s no secret that stalling and zoning characters are the ire of a lot of fighting game communities, and that has been no different in the Rivals Workshop scene. At the time of writing this post, I have created a defensive grappler-like character and a full projectile-based zoner, and co-created a character who is a…

  • On Making Game-Bots Considerate

    So. Ranting is fun. Sharing ideas is great. Since starting dev work on PMDiscord, I’ve gathered more things I’d like to share than I have the time to write — and with the advent of PMDiscord getting a Patreon page, I’ve now got an even bigger incentive to start. Though it’s my first step into…