Double steamy session of news.
Added 2025-12-28 00:19:41 +0000 UTCMaybe you already know about this but...
We have the Steam page for Wings of Vi 2 online right now! Steaming hot fresh! Click on the banner to take a look at it!
You can wishlist right now! And remember that if you do so, It will help the algorithm reach more people and pump up it's stats! Also, if you want a bit more of gameplay and some pics of how is it going the progress, it's a good reason to take a look ; )
Also, more news! Since it's Steam Winter Sale, if you didn't play the original game, now it's a good time to do so! For less than 7$ it's a very good deal, and the same goes for Roah, which also is a good time to pick it up!
After the that, I think now it's a good time to disclose and talk about AI usage on the game.
Long story short: I'm using it to make the game codebase stronger and robust, and to have nice debugging resources to make development times faster, and spend more time in the creative sides of the game.
If you wanna know more, you can continue reading below, or check to the Wings of Vi 2 Discord and go to the questions thread.
In my game dev career, I've learnt how important is polishing the gameplay feel, and a solo dev project can be a tedious time consuming matter. This and any project can take so much time from draft board, game design document, any creative part of it to the actual coding of it. Having that in mind, I've been using AI copilot to aid me. It's helping me build strong internal tools, so instead of spending lots of time and resources with complicated debugging and other hard matters, I can spend more into the gameplay and creative sides of the project.
For example, like instead of wasting my time into creating and debugging custom scripts (which are prone to bugs and headaches), now I can have a simple GUI tool to make quick object builder, make fast debug scripts and customize them to my liking, and make the code and the dev work comprehensible, mantenible and robust. Which I believe is a good use of AI, helping and supporting to make things like those easier. And having more time, means I can spend it on gameplay and audiovisual aspects of the game.
And more about that, the visual and audio assets. Right now I believe It's more important to to work on good basics for the game and shaping how the game needs to feel, and perfecting the gameplay feel than working on every skybox of every stage, for example.
That's why you can see temporal assets until the real deal is done, like the skybox I mentioned. That means those are non-definitive temporal placeholders until I put my own hands on it. Some of those artistic aspects or assets that aren't as important right now are generated that way, but won't be left there or taken lightly in later stages of development.
With this I mean that every audio-visual aspect of the game will be worked on to feel the way I want to, carefully and meticulously crafted and done, when the proper time comes, to make the game look and feel as best as possible. I know it's been quite a long text, but I believe being transparent and honest about this, is for the betterof the game, and to clear any doubts or missunderstandings in any way.
To make it up for anyone enduring all of that, here's a polished art of Vi I just done for all of you!

And that wraps it for today, thank you for reading!
