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Showing posts from October, 2025

Concessions - Monkanics Devlog #20 (10-31-2025)

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------------------------------------------------------------------------------------------------ If this is your first time visiting my devlogs, check out the welcome post: https://monkanics.blogspot.com/2025/10/welcome-to-monkanics-devblog.html ------------------------------------------------------------------------------------------------ The name’s Demetrius Dixon, and I FINALLY GOT A JOB!!!!!!!!!!!!! I won’t have to lie on my resume after all! All I did was blindly spam applications for 2 weeks straight!  I also have to thank myself for saving some money before I quit my last job. I’ve been eating good in my time of unemployment. And I still have about 4-6 weeks of food money left! If you’re wondering, I got a sales job at a worldwide company called FM Payments. I’m an independent contractor selling payment processors to businesses in my area. I’ve been looking for a change of pace from hourly positions that drag on. That’s why I’ve been applying for sales jobs on Indeed. I’ve ...

Moving and Jumping: Part 7 - Monkanics Devlog #19 (10-30-2025)

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------------------------------------------------------------------------------------------------ If this is your first time visiting my devlogs, check out the welcome post: https://monkanics.blogspot.com/2025/10/welcome-to-monkanics-devblog.html ------------------------------------------------------------------------------------------------ The name’s Demetrius Dixon, and I honestly have nothing extra to say right now. So, let’s just get started. (If you want to play a little game, count the number of times I say “ coyote ” in this devlog. Images included.) -------------------------------------------------------------------------------- Today’s goal is to add coyote time to Monkanics’ jumps. It’s yet another QOL mini-mechanic to make jumping more forgiving. For those unaware, coyote time is a mechanic where the player isn’t immediately affected by gravity when they specifically walk off a ledge. Instead, there is a split-second grace period where the player can still jump normally. Coy...