Updated the compression cart I'm using as it has a fix for a bug I reported. Seems to be working nicely now.
Updated the compression cart I'm using as it has a fix for a bug I reported. Seems to be working nicely now.
Since the compression is working well, I've gone ahead and added another overworld map zone, and improved the transition logic a bit to make it more extensible in future. Nead to tidy up the actual transitions with a new type of tile and fix the positioning a bit.
Fixed up the second dungeon so you can enter/exit and it drops you in the right place (rather than always in the first dungeon).
Continuing to fill out the overworld with a sketch of stuff.
Have been fleshing out the first dungeon area.
Working on sketching out the map some more, it's getting there.
I've been building out the world map, placing more objects and stuff. Compression levels are still looking OK so I have hope I'll be able to expand the world map and add more dungeons.
Not too much today, tightened up the controls and started working on some music.
Working on building out the game worlds.
Working on transitioninto dungeon area.
Got basic movement working (mostly copied from the demo cart on collisions). Will need to refine it/rewrite a lot but it was nice to get up and running quickly. Also got basic screen transitions working, but the next stage is to animate the transition nicely.
Now that I'm between jams for a little bit, I'm starting a new medium/bigish project. My enthusiasm for Pico-8 has been rekindled by doing Wormy and Bear Necessities, so I'm leaning into that to create a fleshed out Pico-8 game. I've got an idea and made a start. I'm trying out a new project management method to try and stay on track better for gamedev projects.
My goals for the next 2weeks (to review Sunday 31st of May):
* Basic movement
* Collision with tilemap
* Screen transitions
* Transitions to/from dungeon
* Build skeleton world layout
Have made a start by setting up the cart, with data compression as I have big ambitions for this one.
Uploaded what I've got for this jam project "Untitled Mini Micro RTS". Very unfinished but the deadline's coming up. For various reasons I've been low on motivation and despite daily work I haven't gotten this into a good state. I just want to move on from it now though so I've thrown it online. https://mrhthepie.itch.io/untitled-mini-micro-rts
Made the network update correctly when a node is destroyed.
More work on core gameplay, objects can now be destroyed by creep spread
Fixed a bug with turrets not powering up correctly.
Implemented turrets slowing fire rate when too much power is being used.
Made turrets only work when powered
Got a fair bit done today, the game is starting to come together. Need to get a few things done tomorrow (last minute), notably sound & music.
Didn't get a whole ton done today but I'm moving towards having a working game.
Started on a quick weekend game jam project. This is my initial prototype withj the theme "Swarm".
Still messing with power stuff. Now have power usage.
More work on power stuff
Got Power Node connections to work (mostly)
Missed yesterday as I had a bit of a headache and ended up forgetting to get to gamedev. Just accepting that.
Started working on power network stuff today.
Added the player's base in
Not too much today as I had a lot of other stuff to do. Collision code in my new engine is coming together.
Started on power network implementation
Working on main game ui. May need some more performance work as the UI is flicker slightly.
Did some more refactoring to set up for ui work in the main game.
More work on the ui for the game.
Starting to work on some gui stuff that's going to be essential for the game to work.
Forgot to submit yesterday. Did a ton of work on a new custom engine setup I'm hoping to use for future projects
Extended my level saving and loading to allow other entity parameters (although they will only be editable by editing the text format)
Did some code refactoring
Not too much but improved turrets a bit more today.
Improved fluid simulation some moreand made turret fire better, with slightly animated barrel.
Got fluid sim working better and started to implement turrets.
More work on this project, got level editor saving and loading working and split the actual game from the level editor. Need to start adding some gameplay
Started (immediately) on my next jam project for the 3 week Mini-Micro jam. Got a simple terrain heightmap editor and fluid simulation running.
Polishing up and improving my jam game before submission tomorrow. Main thing today was sound and music. Composed some music tracks, this is the lake theme.
Also got web builds working which is a little painful with Love2d. I'm contemplating starting over with a new setup based on Raylib after this jam, because Love2d has proven to have some issues for me.
Did a bunch of work on my jam game and got an alpha build ready, fully playable and sent it to some people to get feedback. Got a lot of polishing to do still but I'm somewhat on the home stretch.
Mainly working on level/world building today. Getting there. Here's my world map (not yet implemented into the game). The 2 top left areas are not finished and so don't have a symbolic representation yet.
Did a lot today, getting towards being feature complete on all the mechanics (although I'm thinking a lot about adding in an extra money/shopping mechanic if I have time). Best looking feature is this screen transition.
Not a ton of stuff today as I was busy playing with some friends. Main headline feature is that I've got multiple areas/transitions working and the first real dino bone is collectible (although it's just in the middle of an empty room for now…)
Working on my easy jam game. The basic mechanics of talking to npcs, scanning for fossils, and digging are in place. The tutorial flow where you dig up a fake bone in the professor's garden is also pretty much there. A lot to refine but I'm making progress.
Started on a project for "Easy Jam" today, a game jam to make an easy game. I've got a good concept I think, a fossil hunting exploration game. Drew up a player character (fairly happy with the design and animation) and wrote some movement code. Started on tiles/a tilemap for the tutorial room.
Added basic font support in and a default pixel font. This may need some iteration but it's good enough for now.
Added textured buttons which is my preferred way of doing nice looking ui buttons in games.
Got animations importing from Aseprite, working fairly nicely now (using Overgrown hourglass as test sprtie).
Got tilemap import pretty much working, using the Overgrown farm as a test case. I want to use this engine for a game jam starting friday so I need to get a move on with implementing these key features. It's starting to come together though.
Doing a challenge this weekend to create a game in 4 hours using freely available assets, this is where I am after 2 hours, it's going pretty well
Still plugging away trying to get tilemap reading working. It's a little fiddly but I'm getting there.
Working on tilemap reading. Got xml parsing up and running, need to implement the logic.
Add KinematicBody nodes with the ability to move or slide around.
Added a tween node to animate properties, including different easing functions. Pretty fun to do with the test scene set up to demo.
Added gamepad mappings to my input system
I've been working on an "engine" built on top of Love2d, taking queues from what I've learnt developing Godot games. It's coming along fairly well and this space invaders demo I've been working on as an example is starting to become quite playable. I've got a game jam starting next Friday and I'm going to try and do that using this to see if I can get it really productive.
I decided to just get done with Overgrown v2, as it's the deadline today (theoretically, somewhat disrupted by quarantine). Added my name to the title and uploaded builds. https://mrhthepie.itch.io/overgrown
Starting on some other project tomorrow.
Set up my script to upload builds to itch. I'm not declaring Overgrown v2 totally finally done now, but I can trivially build and upload it when it's ready.
Not much today, slightly tweaking and tidying up the main farm tilemap
Added a particle effect when players dash into walls and generally tweaked the dash.
Adding in some sound effects on interactions.
More fiddling with the new control scheme and some other bits of tidying up.
Started implementing new control scheme for Overgrown. Had to refamiliarise myself with the code I wrote to handle selecting joypads for different players… not too bad but could be better.
Add a particle trail when players dash
Realised I screwed up the flowers on my title screen O so I got the old version out of git and fixed it up.
Very little today as I got totally distracted by this crazy idea to write my own language that compiles down to LUA (a la moonscript). Got fairly far with that idea and I may try out using it for some game stuff in the nearish future.
Messing with the title screen again
Just a quick one today, fixed buyers so they animate correctly when walking left and the speech balloon flips over too.
Did a few bits today including adding a fade out effect for buyers which involved writing a small shader to do the fade. I'm slowly becoming comfortable with writing shaders, at least for simple things like this.
Getting back into the swing of working on Overgrown. Fiddling with how pedestrian/buyer spawning works
I've now got enough cables to do what I want. Just a short little beat to test everything's working
Today I was experimenting with making game music with these "Pocket Operator" devices. I've had them lying around for a while and I've started trying to make music with them properly. I need a few extra cables so I can plug them into my computer audio setup, so bad phone video quality for now.
Did some more work on this. It's starting to come together as a metroidvania platformer.
Added the beginnings of some actual gameplay.
Still messing with this, added enemies that can be placed via the Pico-8 map editor and then show up as spawned objects. They spawn whenever the tile enters the camera view. This game is starting to take shape.
Added simple camera tracking to my toy project
Traveling for work and taking the opportunity to do a mini project using some ideas I've had in my head. Built a little pico-8 platformer engine that's starting to come along.
Spent some time today integrating stuff I did for 7DRL project into my project template. I was particularly happy with this simple state machine class that came in very handy, so I polished it up a bit.
Forgot to submit anything yesterday (whoops) but I was hard at work on my 7DRL project.
Made the second weapon, laser cannon work today. Lots more to do, I've got full days tomorrow and saturday to work on this now.
Got the boss working (at least an initial sketch). The whole game is now playable, all the nodes on the world map work and you can beat the game. Just need to do a lot of content and polish.
Not too much today as I'm quite tired and I had to work. Added procedurally generated islands to the world map to make it a bit prettier and implemented the mechanic which is a last chance to repair or upgrade before th boss.
Hacking away at 7DRL project. Populated the world map. Regular fights work, and so do ? dilemmas. Shop is WIP but starting to work (damage upgrades work). Still need to do mechanics, tough fights, and the boss. Feels like I've got a lot to do but unlike recent jams I'll have all day Friday+Saturday to work on it so hopefully I'll be able to get there.
Started on 7DRL project today. Got the core game loops coming together, game is playable to the end (but not good). Reasonably happy with how it's coming along now.
Not much today as I was out all day. Tomorrow I'm starting on 7DRL so I've just made sure Overgrown is in a good state to be put down for the week, merged some changes that had got out of sync between my computer. Also been thinking about ideas for what I'm going to do for 7DRL.
Busy again today so not too much. Refactored my button scene so it's a 2D node wrapping the ui elements which makes it a lot easier to deal with since I'm not using full UI scenes.
Not too much today as I've been a bit distracted fiddling with a different project. Added guys that spawn on the right.
Truck stuff is now working pretty well, I think this will probably be confusing at first but hopefully if someone's played the game a bit this will be helpful.
Working on improving the seed buying interface so you know what you're buying. Needs more work.
Finished up with the timer now, I think that's good for the near future.
Added animated opening/closing for the truck which adds a bit of character. Might have to do some more work to get the render order working in future.
Back on to grinding at polish stuff in Overgrown. Finishing up the timer work I was doing last week, looking pretty nice now.
Added a skeleton menu/game flow system to my project template to speed up making new projects/game jam games in future. Everything should be easily editable/replaceable but I won't have to recrate the whole thing every time.
Not too much today, chilling after the game jam scramble. Integrated some improvements back into my Godot project template.
Didn't have a ton of time today. Squeezing in a few more levels. Got a script set up so I can build and upload all the platforms automatically which means I can keep working and easily keep the Itch page up to date. Tomorrow I'll have to finalize and submit to the jam.
Screenshot is what levels look like in Tiled vs ingame.
Did quite a few bits today. Pictured is the boss fight which works now. I also added sounds and (royalty free) music, worked some more on levels, added in a secret, and continued to work on polishing everything. I also got my Itch page up to scratch and learned to use the Itch Butler tool to semi-automate uploading builds. Going to keep working on adding a few more levels before the deadline on friday.
Today I significantly tweaked the core mechanics as I realised they were falling a bit short. Pretty happy with the results now. I'm building levels in earnest and have a decent tutorial/learning curve and a few interesting levels. Sent out a playable version to a few people and got some good feedback.
Main things to do: add music (probably end up using royalty free tunes at this point), make more levels, see what else I can squeeze in.
Did a lot of work on my jam game today, Big new feature is these dimension swapping platforms. Also did a ton of general game features so everything is pretty polished now. Mainly still need to expand levels and core content to get it finished.
More work on Asymmetrical Jam project. Added in a new level with a new obstacle to play with. Got a lot of stuff working more solidly too.
Started work on a game jam today: Asymmetrical Jam(https://itch.io/jam/asymmetrical-jam). Made some good progress. I've got the core mechanic of platforming and swapping dimensions with different gravity working. The whole game flow is just about in place with a few simple levels, and I even threw in a palette swapping feature to complement the 2-colour art style.
More work on the timer. Got the loops at each stage drawn out, and it's hooked up so it works in game. Just going to do a little more on this so it starts off centered next to the "GO!" prompt then moves into place so it's more obvious. Also need to sort out it's hitbox.
Working on improving animations for this timer hourglass. Spin is looking ok. I need looping sand falling animations to "pad out" in between the steps of the sand falling.
Started on replacing the old line timer which didn't fit on the new farm layout with a giant hourglass effect. Just about working, need to improve the animations a bit.
Changed how the farm plots get loaded in and allowed you to swap what you're holding with an item on the floor.
Today I fixed it so players can only put down items inside their own farms, elimination various possibilities like dropping your watering can outside and having someone else steal it. Although this removes some one-time fun interactions it makes the game more robust in the long run.
Been busy today, so not much. Tweaked the sprites for wheat so it's visible against the earth when growing and fixed a minor bug in player money tracking.
Nothing that really makes a good picture today, just tidying up some loose ends with gameplay features.
Added feedback so buyers will reject the wrong good sold to them
Added 2 more types of seeds/plants, up to 4 total. That's probably enough for now. I need to do some playtesting/balancing to figure out the exact details.
Finished converting over to using static types in all my game scripts.
Also changed how different plant types are defined. There used to be an enum in a script and some match statements which defined the properties but that was pretty clunky.
Now I'm using a Godot custom resource type. The resources live in a designated folder and a small manager class loads them at startup. The benefit of this is I can add and edit plant types without changing code and Godot handles the serialization and presents the properties in the editor.
Didn't have a ton of development time today which definitely has nothing to do with me becoming addicted to Subnautica. Converting some code over to use static types in GDScript. My code is already mostly consistent so it was mostly a case of marking up return and argument types and using := everywhere.
Just a few small tweaks today, using the new buttons everywhere, rearranged the player select layout, and removed dropping items when colliding.
Made the watering can have a finite water level that needs to be refilled from the farm well. This gives players another reason to exit their farms. Also finished up sorting out rendering so it's pretty consistent now.
Decided to sort out rendering so that thing render on top of each other in the correct order. This proved to be surprisingly hard due to the tilemaps, I had to restructure the scenes a fair bit. It's mostly working now, certainly a lot better.
Working on title screen aesthetics today. Made textured buttons with normal/hover/pressed/disabled states that should be usable in place of most of the existing unskinned buttons I've got. Still need to fiddle with the exact look and alignment of stuff but it's coming along.
I've been working on the art a bit, since some of the tiles were bugging me. Looking a bit nicer already but there's more to do. Really need to redo the truck sprite.
Added preferences to buyers so they will only buy one type of plant. Buyers are working ok for now.
I now have wandering buyers who will buy stuff from the players for a higher price than the sell box. They need to discriminate on only buying a single type of good and communicate this though.
Started on implementing pedestrians that walk past and just kind of get in the way to disrupt play a bit more. Working ok for now, will need some more tweaking .
Replaced the old conveyor system spawning seeds with a new truck that delivers seeds. It works OK already, spawns 4 seeds, and then when they're gone it waits for a while before producing more. This should create more scarcity and direct competition for seeds whereas they were plentiful before. Not at all happy with the sprite which is really just a placeholder.
Settled on this as my new target resolution. It's carefully chosen so you can get to 4x pixel scale on a 1920x1080 monitor, which should improve readibility of the game a lot. Although it's significantly smaller I've still managed to fit all the game elements in, with smaller farm spaces and a little less space all round. I've got everything back to working now pretty much. Now to start on first passes on new mechanics.
Still working on Overgrown. Got Tiled import working pretty well, so I need to rebuild the level properly to get back to a working state. I'm getting towards having things rebuilt nicely so I can start on some new features.
Getting back into the swing of things with Overgrown. Picked up the project and I've started to refactor the main farming scene. I'm moving over to using Tiled to do the tile map level editting stuff so I was getting that set up. I also tried plugging in a bunch of controllers to see if godot supports >4. Got 5 in and working , so my ambitions for 8 player modes look good.
Finished and released Mod Con. Although the deadline is on Friday I won't have a ton of time for the rest of the week and I'd gotten everything to a good state. Pretty happy with how this has gone. https://mrhthepie.itch.io/mod-con
I've been attempting to make music for my game jam mod project. This is an area that I know needs a lot of work in general, and I've kind of been struggling to break the ice and start working at it. This seemed like a good reason to get started. Just using the Pico-8 sound/music editors for this. I fiddled around with some different tools but this seemed like a nice balance of features and ease of use for now.
I've done all the tiles! At least in first draft. Definitely going to redraw at least one and maybe make some other tweaks.
Just working on getting the modding done on Mod Con. Here's an in progress screenshot with the tiles I've drawn so far. It's coming along and I hope the visual effect will be nice once all the tiles are in place. I've started to tweak some of the other visual elements too.
So for Shape Jam II part 2, I've chosen to add art to "Mod Con" by Joe Strout. This is a tile matching game, and the idea of drawing nice pixel art for all the tiles appealed to me. There's a fair bit to do as there are 31 tiles to draw as well as a few other bits of miscellaneous graphics, and maybe sound too. Made a start by redrawing the hex tile shapes and starting on my first piece, a desert scene.
Today I'm in a small bit of downtime after finishing my game for Shape Jam II part 1 and starting part 2 (adding art to someone else's game). So I've started planning for my second iteration of Overgrown, competetive local multiplayer farming sim. Also did a little bit of work on a script to swap palettes in Aseprite.
Pushed through to get Power Grid finished for the jam. Fairly happy with how it came out, could have done more but that's always the way with game jams. I managed to get it done on schedule (and ahead of the jam deadline) which is a solid acheivement I think. Playable here (windows only I'm afraid): https://mrhthepie.itch.io/power-grid
Still going on this jam game. I've made a few important tweaks to the core gameplay. Still need to polish a few more things but I'm getting there. Made most of the levels (5/6) but I still need to code up endless mode. Tomorrow evening will be busy as I need to get pretty much everything finished, it's the last good amount of time I've got to work on this before the deadline on Friday.
Grinding my way towards a fully polished and working game. Made a title screen/menu. Everything works pretty much although the aesthetics are not there yet… ;)
Not a ton today as I was out all day. I've changed houses to spawn and despawn on a fixed script which is going to allow me to create levels with a difficulty curve. Also you can now win (by finishing the one short level that's here at the moment).
I've not got a ton of development time left before Friday now, so I need to nail down all the essential features and get them done.
As I said yesterday I need to be mostly done today. I'm more or less on track, the core gameplay is working quite nicely. The assets can all be loaded from disk even when the project is exported, allowing for the game jam gimmick/part 2 bit. Still need to polish up some aspects of the core gameplay and build a level structure with difficulty scaling.
Started work on the Game Jam project for Shape Jam II (link: https://itch.io/jam/shape-jam-ii-part-1)
Made a solid start for the first evening. Came up with kind of a wacky game idea where you are controlling a country's power grid and have to maintain the corrrect level of power and connect up new houses to the grid. My main mechanics are taking shape, fiddling with the generated power and drawing power lines. There are also houses which create demand (negative power) but the one didn't make the video :).
I need to be about 80% done tomorrow as it's the only full day I'll have to work on the project, then just evenings/other bits until next friday.
Quick one again, added an island and require the player to park the boat at the dock to transition to walking mode. Still very basic but starting to go somewhere.
Game jam starts tomorrow, didn't get as much done this week as I expected but what can you do. I've pretty much recovered from the bug now though.
Mostly on the mend but still not a ton from me today. Implemented simple ship controls. Will need some tweaking to feel good and more directional sprites but basically there.
Still feeling ill so nothing substantial today. Drawing ship on a water background.
There's a game jam on Friday that I know that I want to enter, so nothing too substantial this week. I'm experimenting with making a multi-cart Pico 8 game.
Also I've caught a bug so this may throw a wrench into my plans, we'll see how bad it is.
Made some improvements to Planet Grid, some bug fixes and added a hard mode. Released version 1.1. This will probably be the end of this for now unless there are major issues pointed out to me.
Fairly busy today, working on a few small improvements for v1.1 of Planet Grid before I start another project.
Added some items to restart game or go back to the menu in the Pico 8 system menu.
Finished up polishing the game I've been working on (including giving it a name: Planet Grid).
This image is the Pico 8 cart, i.e. it contains the entire game (assuming the data survived the futureland upload process). Alternatively/for anyone who doesn't own Pico-8 you can play online here: https://mechtoast.com/Pico-8-Carts/planet_grid.html
Didn't actually end up having a ton of time to work on this today but I've started on trying to fix and finalise the UI so you can see everything and it looks ok.
More work on this game, nothing massive but several small points like adding an intro logo and finalising game balance. Picture is somewhat improved UI for choosing extra pieces. I think tomorrow I'm going to have time to push through and polish it up enough to release and try and solicit some feedback.
Fixed it so you can cycle through rotations and reflections on a single piece rather than needing two seperate ones.
Added in the ability for the player to sacrifice a piece to destroy an existing block. Just need to tidy up reflecting pieces and then the core gameplay should be in place. Then I'll need to massively overhaul the UI which is still in a hastily slapped together state.
Added one random hole into the generation of each level and thought a bit more about where I'm going with the design.
Making some good progress. I think I have a good idea of what the gameplay is going to be, at least for this initial prototype. I really need to put some work into the UI now as it's not scaling well enough to support the "advanced pieces". I may need to go back and support mirroring pieces properly, still undecided on that.
More work on this demo. Added the bigger tiles I drew yesterday, got the placement mechanics working properly and added squares in the grid that give you more pieces. It's starting to come together now, and I need to figure out what the balance and objective is going to be.
Starting on my new gamedev project. This is a little prototype Pico-8 puzzle game that I've started working on. Basic piece placement is working ok now, and I need to add a way for the player to get more pieces to use.