Tag Archives: game devblog

Game devblog 006

Indie game development is wrestling a lot of beasts, one after another. Well, the fight with the beast of scene changing proved to be an interesting one. There’s a bit of an update and the gdscript that ended up working is for now added to my online godot dev notebook. It may need to be updated as there’s some crazy slight-of-hand effect busting up the fade-out-fade-in transition between decks.

Something is still bonkers about the movement. Beginning to think it’s a godot debug preview window quirk coupled with the fact I’m developing on a mac. I did swap _physics_process with just a _process as I found out I actually should, and either the motion feels a bit better or I’m just overworked and subconsciously want it to feel better. Will have to dig deepr into movement physics one of these days…

But I digress – there’s been a lot of major updates.

I’ve done more pixel art for the bottom floor, it’s really starting to take shape. Although the lower deck takes a back seat to the main deck, it’s actually mighty important for the narrative. This being your proverbial shitty interstellar armed cargo transporter, it’s all gonna be about the goods, of course.

I also worked on lights and shadows initial planning and setup, too, and worked out the basics. Screen glows are working great, and both them and the stairwells light the captain nicely. Spent almost an hour just walking around my spaceship and looking at screens like a child with it’s rattle. This is the kind of shit indie development is all about. You give yourself some time to enjoy the little things as there’s no suits to chase you to hit some made-up deadline.

There’s a lot of functionalities ahead, but what I’m looking into now is finishing the basic furniture design and animation cycles for the rest of the crew. Beyond that I’ll be planning my time to figure out interactions, and items – and start working on dialogues!

We’ll just see where the solar winds take us!

Check out the visuals on the current progress in the latest video (link below) – this one a first with a voice over!

Subscribe to the channel and follow the work!

Pixel Art “Security Cam”

Took a little pixel art break today and finished a piece I’ve started in… 1997 I believe. It was a security camera perspective overlooking a door. Or maybe a sarcophagus or a container of some sort, I’m actually not sure. It does have a red and a green light, and I find that comforting.

I’ve always had a thing for unfinished things, and a real need to finish everything I start, and just discovered a pile of art I just never got to because of my day job, life, universe and every other excuse in the book. Feels amazing when you put that last pixel on an illustration.

Check it out – comment below!

Scaled size 1920 x 1069

Original size 320 x 180

Game devblog 005

First prototype

Clickety clickety click, some more pixel art stuff. And all of a sudden – we gots a game going on. Well, early prototype of just the main deck and movement and shit, but – hey – it’s a start.

Here’s a super early prototype video. It’s really my first “it’s alive” moment. 🙂

Now, there’s a whole other level (L1) below the main deck, with three access points, but I’m still figuring out how to trigger the scene changing. Also, there’s some kind of a stutter on movement… I wonder if it’s just a debug window issue or something I’m gonna deal with once I publish the game for a platform (it’s supposed to be a mobile game, btw.)

Oh well… There’s my homework for the next blog 🙂

Game devblog 004

Code stuff

Ok, next is some code and making it happen.

When I started playing with the idea of making a game again, I did some research with the engines out there ’cause I’m too lazy/stupid to go back into computer science and heavy duty coding… So, after doing the Unreal/Unity/All the rest of them gauntlet I found out about this small little über-powerful game little engine that does it all. And it was open source.

So, after checking things out I decided to join the Godot Engine fan club a while back. Why Godot? ‘Cause Godot is fokin awesome, that’s why. It’s the Blender & Gimp & Krita & all those cool and open source projects that are now totes on par with commercial multi-million and billion companies out there – only in the game engine world. To use the lingo of the advertising world – it’s a market disruptor. Whatever the fuck that means, the only disruptors I ever cared about are of Klingon Empire origin.

Godot Engine already has a massive user base, a super active discord, and an astounding amount of cool shit you can do in it – and it’s just getting better. And it’s like ~60-70Mb to install. It oozes demoscene vibe to how it’s doing it’s thing. Endless r3spect to the team behind it, for real. Super intuitive interface, super helpful community. Check.

Let’s do this!