<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>MoonBurn DevLog | Fun Frame Games</title><description>Weekly updates, prototyping chaos, and the road to finishing MoonBurn.</description><link>https://funframegames.com/</link><language>en-us</language><item><title>Week 22: Back to the Crash Site</title><link>https://funframegames.com/posts/2026-06-08-weekly-22/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-06-08-weekly-22/</guid><description>Night Falls on MoonBurn</description><pubDate>Mon, 08 Jun 2026 00:00:00 GMT</pubDate></item><item><title>Building the Fight Loop</title><link>https://funframegames.com/posts/2026-05-27-weekly-20/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-05-27-weekly-20/</guid><description>This week was mostly gameplay and systems work: combat zones, wave spawning, upgrades, player stats, AI perception, quarantine behavior, and intro setup all moved forward. No fresh visual this week, but MoonBurn’s core fight loop is getting more solid.</description><pubDate>Wed, 27 May 2026 00:00:00 GMT</pubDate><enclosure url="https://funframegames.com//images/SpawnerSketch.jpg" length="0" type="image/jpeg"/></item><item><title>Loot, Waves, and Better Fire Feedback</title><link>https://funframegames.com/posts/2026-05-18-weekly-19/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-05-18-weekly-19/</guid><description>Wave Manager, loot collection, upgrade banking, and combat feedback came together this week. MoonBurn now has the first pieces of structured encounters, collectible Juice, weapon upgrades, stun/ignition reactions, safer respawning, and early crash-site level work.</description><pubDate>Mon, 18 May 2026 00:00:00 GMT</pubDate><enclosure url="https://funframegames.com//images/EnemNo1.png" length="0" type="image/jpeg"/></item><item><title>Camera Look-Ahead and Shader Fixes</title><link>https://funframegames.com/posts/2026-05-11-weekly-18/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-05-11-weekly-18/</guid><description>Clearer aiming, a new dynamic camera, weapon-range crosshair work, procedural tentacle fixes, and continued polish on the prototype level.</description><pubDate>Mon, 11 May 2026 00:00:00 GMT</pubDate></item><item><title>MoonBurn Now Runs on Steam Deck</title><link>https://funframegames.com/posts/2026-05-04-weekly-17/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-05-04-weekly-17/</guid><description>This week was a big one for MoonBurn: the game now builds for Linux and runs nicely on Steam Deck. That is a really important milestone for the pro...</description><pubDate>Mon, 04 May 2026 00:00:00 GMT</pubDate><enclosure url="https://funframegames.com//videos/04062026Gameplay.mp4" length="0" type="video/mp4"/></item><item><title>Development Week 16</title><link>https://funframegames.com/posts/2026-04-27-week-16/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-04-27-week-16/</guid><description>This week was mostly about making MoonBurn’s characters feel more alive in combat. Enemies can now use animation events from Spine, which means att...</description><pubDate>Mon, 27 Apr 2026 00:00:00 GMT</pubDate><enclosure url="https://funframegames.com//videos/week16.mp4" length="0" type="video/mp4"/></item><item><title>Development Week 15</title><link>https://funframegames.com/posts/2026-04-20-week-15/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-04-20-week-15/</guid><description>This week I spent some time updating the player character art ingame, including new Spine imports and texture/skeleton changes. It is mostly behind...</description><pubDate>Mon, 20 Apr 2026 00:00:00 GMT</pubDate></item><item><title>Development Week 14</title><link>https://funframegames.com/posts/2026-04-13-week-14/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-04-13-week-14/</guid><description>This week was a small but useful characterfacing fix. The player’s front/back direction now matches the actual art correctly, so moving up and down...</description><pubDate>Mon, 13 Apr 2026 00:00:00 GMT</pubDate><enclosure url="https://funframegames.com//videos/PlayerFireV1.mp4" length="0" type="video/mp4"/></item><item><title>Development Week 13</title><link>https://funframegames.com/posts/2026-04-06-week-13/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-04-06-week-13/</guid><description>This week I worked on making enemies feel a bit less robotic. They can now switch between different movement speeds more smoothly, instead of snapp...</description><pubDate>Mon, 06 Apr 2026 00:00:00 GMT</pubDate><enclosure url="https://funframegames.com//videos/AIBeheviour.mp4" length="0" type="video/mp4"/></item><item><title>Development Week 12</title><link>https://funframegames.com/posts/2026-03-30-week-12/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-03-30-week-12/</guid><description>This week I worked on making the quarantine barrier feel more like a real part of the arena instead of just a visual boundary. If the player touche...</description><pubDate>Mon, 30 Mar 2026 00:00:00 GMT</pubDate></item><item><title>Development Week 11</title><link>https://funframegames.com/posts/2026-03-23-week-11/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-03-23-week-11/</guid><description>This week was a big step for the main mission flow in MoonBurn. I added the first version of the quarantine zone: an arenastyle area that can lock ...</description><pubDate>Mon, 23 Mar 2026 00:00:00 GMT</pubDate></item><item><title>Development Week 10</title><link>https://funframegames.com/posts/2026-03-16-week-10/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-03-16-week-10/</guid><description>This week I worked on the mission computer and the first pieces of the level objective flow. Power reactors are now interactable, and the mission c...</description><pubDate>Mon, 16 Mar 2026 00:00:00 GMT</pubDate><enclosure url="https://funframegames.com//images/missionUI1.jpg" length="0" type="image/jpeg"/></item><item><title>Development Week 9</title><link>https://funframegames.com/posts/2026-02-23-week-9/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-02-23-week-9/</guid><description>This week I added the first version of a new enemy: the Stalker. Its Spine art is now imported, it has its own character blueprint, and it has been...</description><pubDate>Mon, 23 Feb 2026 00:00:00 GMT</pubDate><enclosure url="https://funframegames.com//images/stalkerV1.jpg" length="0" type="image/jpeg"/></item><item><title>Development Week 8</title><link>https://funframegames.com/posts/2026-02-16-week-8/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-02-16-week-8/</guid><description>This week I added a new set of fire FX assets for MoonBurn: fresh sprites, textures, and a material setup for the flames. Fire is such a central pa...</description><pubDate>Mon, 16 Feb 2026 00:00:00 GMT</pubDate><enclosure url="https://funframegames.com//images/firstFire.jpg" length="0" type="image/jpeg"/></item><item><title>Development Week 7</title><link>https://funframegames.com/posts/2026-02-09-week-7/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-02-09-week-7/</guid><description>This week was mostly about getting the handdrawn character pipeline properly into MoonBurn. I added Spine imports for the player and an enemy, upda...</description><pubDate>Mon, 09 Feb 2026 00:00:00 GMT</pubDate></item><item><title>Development Week 6</title><link>https://funframegames.com/posts/2026-01-26-week-6/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-01-26-week-6/</guid><description>This week I added the first version of MoonBurn’s interaction system. The player can now detect nearby interactable objects, show an interaction hi...</description><pubDate>Mon, 26 Jan 2026 00:00:00 GMT</pubDate><enclosure url="https://funframegames.com//images/missionComputerInteractV1.jpg" length="0" type="image/jpeg"/></item><item><title>Development Week 5</title><link>https://funframegames.com/posts/2026-01-19-week-5/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-01-19-week-5/</guid><description>This week I added the first version of player respawning. Safe Points are now in the prototype map, and when the player reaches one, it becomes the...</description><pubDate>Mon, 19 Jan 2026 00:00:00 GMT</pubDate></item><item><title>Development Week 4</title><link>https://funframegames.com/posts/2026-01-12-week-4/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-01-12-week-4/</guid><description>This week I added a movement modifier system, which means character speed can now react to what is happening to them. Running, aiming, burning, wat...</description><pubDate>Mon, 12 Jan 2026 00:00:00 GMT</pubDate></item><item><title>Development Week 3</title><link>https://funframegames.com/posts/2026-01-05-week-3/</link><guid isPermaLink="true">https://funframegames.com/posts/2026-01-05-week-3/</guid><description>This week I added the first proper weapon and aiming setup for MoonBurn. The player now has a modular weapon system, with equip/unequip support, fi...</description><pubDate>Mon, 05 Jan 2026 00:00:00 GMT</pubDate></item><item><title>Development Week 2</title><link>https://funframegames.com/posts/2025-12-29-week-2/</link><guid isPermaLink="true">https://funframegames.com/posts/2025-12-29-week-2/</guid><description>This week I added the first real player character setup for MoonBurn. The player now has movement, camera support, and aiming input connected throu...</description><pubDate>Mon, 29 Dec 2025 00:00:00 GMT</pubDate></item><item><title>Development Week 1</title><link>https://funframegames.com/posts/2025-12-22-week-1/</link><guid isPermaLink="true">https://funframegames.com/posts/2025-12-22-week-1/</guid><description>This was the first week of MoonBurn’s actual project history: the project was created, the first plugins were added, and the basic gameplay code st...</description><pubDate>Mon, 22 Dec 2025 00:00:00 GMT</pubDate></item><item><title>Pre-Production</title><link>https://funframegames.com/posts/preproduction/</link><guid isPermaLink="true">https://funframegames.com/posts/preproduction/</guid><description>Transitioning from Combocow After a decade doing contract work as Combocow, I&apos;ve decided to officially pivot. Fun Frame Games is now my fulltime fo...</description><pubDate>Mon, 01 Dec 2025 00:00:00 GMT</pubDate></item></channel></rss>