WIP Wednesday:WIP Wednesday:WIP Wednesday:April 29, 2026April 29, 2026April 29, 2026
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Hey, everyone! “I’m here today for another Work-In-Progress Wednesday….” is what I’d like to say, but I’ve been sick this week and am still working on getting better.
So, instead of a look forward, let’s take a look backward today and check out some blasts from the past:

- HeliRobo Prototype: Devlog #1
The very first video devlog I made, almost exactly 11 years ago! This video shows the origins of Atmocopter. I started playtesting the player’s movement in a level from a totally different game! And boy, was that movement different from today. The player controlled much more like a helicopter or one of those old “lander” style games. From these humble origins, Atmocopter was born!

- Atmocopter Update! Devlog #10
Coming about a year after the first devlog, the tenth devlog shows a good look at how Atmocopter was shaping up. Notably, the player still has helicopter-style controls, and puzzles are limited to dodging obstacles while managing a grabbed object. (Atmocopter can’t attack yet!)

- A Tale of Two Atmocopters: Devlog #23
Finally, about two and a half years after the first devlog, this special devlog offers a showcase of old versus new. In this video I compared the old version of Atmocopter to a much newer version, which offers much better graphics, improved player controls, and a way for Atmocopter to attack. Having an attack was such a big deal- I was able to implement so many new challenges and even a boss thanks to that.
Of course, we know what happened after that! Atmocopter became a fully-fledged platformer, and is better off for it. All three of these videos showcase Atmocopter with helicopter-like controls, and I feel like players were fighting them all the time. That was part of the design and the experience, but I felt like it was hiding a better experience underneath. Even when I made it a little easier and later on even removed gravity for the player entirely, it still didn’t feel great and it was still hard to make levels, because I couldn’t plan around where the player is likely to be.
Long story short, I’m looking forward to developing the game further and (finally) bringing Atmocopter to completion soon! 11+ years is a long time for a project, although it was never my full-time project and a lot of other opportunities and side-quests came up along the way. I feel like that’s almost a good thing though, because I can tell how much I’ve improved as a programmer, artist, and designer over that time, and now I feel like I really CAN complete this game. (Especially with a better engine!)

Anyway- That’s all for today! Going to just take it easy while I get better. Once I’m feeling good I’ll update the pixel art schedule- Things will probably have to shift around a bit. See you next time!
-Will

