Production Blog


About Lizard Wizard

Lizard Wizard is a very smooth balance of relaxing sliding and momentum-based movement. A whimsical 3D puzzle-platformer where you build speed across the dunes, carry your inertia through jumps and obstacles, choose your route carefully, and deliver water to thirsty critters before you run out. Or they perish of thirst.

Project Information

Game: Lizard Wizard

Team Size: 5 Developers

Status: In Development

Project Links: Trello Board


Developers

Diego

I am a game developer that focuses the most on programming and technical implementation, with experience in C#/Unity as well as HTML, CSS, and Python. My strengths include gameplay systems, mechanic implementation, debugging, and teamwork.

Georgi

A technical designer and game development generalist focused on gameplay systems, XR, and simulation. I mainly work in Unity and Unreal Engine and like working across programming, design, animation, and 3D art.

Ibrahim

Assisting Hybrid Programmer and Artist, general coder and designer. Working in Unity and Unreal Engine. Creating in Blender.

Vivian

Programmer and game designer. Unity, Godot, and physical games.

Xavier

A Systems Designer focusing on programming NPC systems, UI, physics, controls, etc.


Dev Logs

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Updated the WaterLevelPercentScore script for the Water Meter to use variables created in EntityData script.

By Ibrahim October 14, 2026

Essentially, everything is the same, just some under-the-hood reassignment to use Stat water from EntityData. There were some issues because of NonSerialized/SerializeField usage and other parameters that I didn’t immediately know what to do about it.

In Unity, the EntityData’s water stat in parameters was set to 0 and wasn’t updated, so my code was just dividing by zero, which is why the meter wasn’t draining properly. By setting it to the given maximum, that issue was fixed.

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Dialogue

By Xavier October 12, 2026

Added functionality for NPC dialogue. Dialogue does not pause the game like most other games. While it currently needs discussion, this is intentional in my development. Ideally, the player should clear their surroundings before talking to an NPC.

Milestone 1 & Alpha Release

By Xavier October 7, 2026

We are proud to announce that the alpha version of Lizard Wizard is available for download!

Download Link

UI Work - Basic Water Meter Prototype and Timer Clock

By Ibrahim October 6, 2026

Created a basic Water Meter that depletes over time. Along with a timer. Adjusted so you only see a few decimals, and the clock time is adjusted to display minutes and seconds

AI Framework

By Xavier October 5, 2026

The AI’s framework is setup. 3 states are fully functional: Idle, Wander, and Search

Movement Test 2

By Xavier September 30, 2026

Movement & Gravity are now in full effect. No more floating and jumping; it actually works.

Getting the Team on the Same Page

By Georgi September 30, 2026

Today we worked through merges and some conflicts, discussed Meeting Minutes, and brought our personal branches up to date with main. We recovered damaged files, shared the fixes, and clarified how everyone should pull updates, merge them into their branch, and push their work.

This helped us coordinate our Git workflow and get back to working from a shared project version.

We also discussed the first lizard wizard sketches, exploring the character’s hat, staff, expressions and game tone, as we develop the prototype’s visual style. Hopefully I can begin work on the 3D model this weekend and manage to pull off an animated rig for Milestone 1.

Desert Spider: Vision and Hearing

By Georgi September 28, 2026

Last week, our team met, divided up the tasks, and started working on Lizard Wizard full force. Concept art is wrapping up soon™ =)

My main focus has been the concept art and the spider predator’s vision. I used a distance check and a field-of-view angle to decide whether the player is in front of the spider, then a raycast to check its line of sight. I also added a red gizmo in Unity to show the vision range while I test it.

I also added hearing. When the player makes a noise, the spider checks whether it happened within its hearing range. The blue gizmo shows that range in Unity. Right now I’m testing it with the noise the player makes when jumping. Thanks to Xavier for making us a player prefab with physics.

I also put together a simple spider blockout for testing. Its vision still needs some tuning, but it’s been useful to see the detection working in the scene. Here’s a short video of the current prototype:

Basic UI for Water Level

By Ibrahim September 27, 2026

Added Basic Canvas for tracking Water Level

Movement & Physics

By Xavier September 24, 2026

Implemented Physics & Movement.

First Terrain Gen

By Vivian September 23, 2026

firstgen First terrain generation! Rolling dunes, perfect for lizard to slide around in.

Development Tools

By Xavier September 21, 2026

FPS tracker

Created an FPS tracker to help catch performance issues.

Week 1 — Getting Lizard Wizard Off the Ground

By Georgi September 17, 2026

This week was mostly about turning Lizard Wizard from a pitch into an actual team project. We narrowed down the core idea around fast, momentum-based movement through the desert, while managing water, helping critters, and dealing with predators and environmental hazards.

A big part of the week was movement research. We are currently doing studies of games like Alto’s Odyssey, HASTE, Titanfall 2, Sonic Frontiers, Warframe, and others to figure out what makes moving fast actually feel good. HASTE is probably the closest reference to what we’re aiming for, while Alto is a good example of the more relaxing flow we want to keep. Sonic Frontiers also has really good boss battles.

We also got a lot of the boring-but-important production stuff out of the way. Trello is set up, Xavier set up the GitHub repo and now it is running, and our production blog is starting to take shape. Vivian is also wrapping up the 2D logo, so that’s exciting!

One of the bigger setup tasks this week, aside from Trello, was organizing the Unity project so five people can work in it without constantly causing merge conflicts. I put together a shared folder structure, an industry-standard folder hierarchy for art, audio, data, scripts, scenes, documentation, etc., and each team member now has their own sandbox scene for testing and building features before anything gets moved into production. We also added some basic rules for the team, like coordinating before editing production scenes and keeping files in the right places.

This setup took a little time up front, but it should save us a lot of headaches once everyone is working on different parts of the game at the same time. Every long-term project needs solid pillars for a foundation to be built upon, so it’s worth it.

This is a test

By Gogo September 14, 2026

Lizard

Test Post

By Diego September 14, 2026

This is a test post. Sponsored by Raid: Shadow Legends

test poast

By Vivian September 14, 2026

bad poast sorry :( its a little soggy i left it out in the rain

Professor approved of pitch switch

By Ibrahim September 14, 2026

The class voted on “GR.o2-V-Oh!”, but our team meeting decided “Lizard Wizard” was more within the realm of possibility

Production Blog is Live

By Xavier September 14, 2026

The blog is live and editable.