Demo is Live: Movement Philosophy & The Building Blocks of Hyper Vyper
A reflective look at what makes Hyper Vyper tick. Walk through the demo tutorial and a philosophical discussion on modular movement design.
Follow the solo dev behind Hyper Vyper as he navigates the highs and lows of building a kinetic cyberpunk roguelite shooter from scratch in Unreal Engine 5.
A reflective look at what makes Hyper Vyper tick. Walk through the demo tutorial and a philosophical discussion on modular movement design.
Taking the demo for a first run! Let's look at the combat systems — what landed, what needs work, and where we go from here.
Deep dive into the game's core direction: New player powers, the Hub and meta-progression system, map design intent, and the overall game loop. A window into the vision behind Hyper Vyper.
A look at Hyper Vyper taking shape ahead of demo release — new map design, fresh powerups, an in-progress graphics pass, and early hub and progression systems.
Tackling level design, one of the biggest creative challenges in game dev. A major map overhaul shapes how players move through the world, setting the stage for demo release.
Watch Hyper Vyper in motion — a full run showcasing the Hyper Move Assist system, contextual boost sprint, and ADS.
Hyper Vyper's core systems come together in a playable vertical slice. Combat, movement, builds, and traversal all running in one cohesive experience.
Nearly six months in, the visual direction gets a serious pass, the gameplay loop tightens up, and melee combat enters the picture.
A milestone moment! Hyper Vyper is beginning to feel like a real game. Reflecting on progress, pivots, and the special space taking shape.
Month two of the solo dev journey. Going deep on the unsexy but essential work of getting as much parameterized as possible. Leveling, AI encounter spawning, attributes, and game mode settings all hooked up to data tables for rapid iteration.
Month one of a solo dev journey. Here we document the first major milestone — pivoting on art style, getting projectile weapons feeling right, and bringing AI enemies to life.