But what could that other game even beee? hmmm

life in the creative blockk

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So I'm not sure about this game I'm working on anymore. I still want to make it for the long term, but I'm wondering if I'd do better making a shorter term project.

Ideally, this shorter term project would also involve the Kyzt because I love those creatures...

I've been experimenting with SDL2 and Rust! So far I've gotten further than I got with SDL2 and C++ ^^

Send your friends to summer camp. You know, as a prank. Without their awareness or consent. It'll be fun!

I feel like explicit error handling using a lot of match statements is a bit more straightforward for a beginner like me than using .unwrap() all the time.

I'm enjoying it, anyway :D

I changed the default text editor environment in Godot... it looks all comfy now and fits with my game's colour palette :D

(though possibly ugly to anyone else...)

Richard Dawkins - The Selfish Gene is a VERY good book for anyone interested in Biology! Don't be put off by the name, it's actually quite up-lifting towards the end in favour of the idea that altruism is both possible and worthwhile...

On one hand, I want to get some work done. On the other hand, I'm tired and sleep deprived. :c

Good to see that Twitter realizes that facilitating the breaking down of society is not a viable business model!

A WIP menu prototype in Aseprite, not yet implemented, I'll have a nicer background and perhaps some little animations on the letters once it's in Godot.

gamedev rambling B) 

I'll leave the Psychic Interface until I've finished the Colony, and I'll leave the Colony until I've finished the map.

So I guess today is dedicated to the Main Menu and the Wildlands!

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gamedev rambling B) 

Anyway, I've got several scenes I need to lay out at the moment:

- Main Menu
- 'The Wildlands' (think of a zoomed out overhead map view like in Mount+Blade or something)
- Colony (this needs to be varied, since i'll re-use the same scene for each level, ideally just passing some data and having it auto-generate)
- Psychic Interface (i just need to spawn this in and have it overlay the screen, and set some flags in the Colony screen it was spawned from)

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gamedev rambling B) 

However, I changed the design of the psychic view since then. Whereas before it was going to be an essential part of taking back a colony, this time it's only relevant if the player character dies and has to re-inhabit another entity's body.

I'm not complaining since HOPEFULLY this will mean I can just temporarily duplicate the data rather than making it hyper-genericized to begin with, but I pray I don't run into issues with that too...

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gamedev rambling B) 

Basically in Prototype #1 I was working with a slightly different gameplay design, and only got as far as one type of Kyztling(purple blobs as featured in my profile pic), and only one type of enemy.

I implemented them in kind of a weird way, namely by creating a "Data" object that holds the position that the 'real' object just copies from. This was useful for the 'psychic view', which is kinda like leaving a Kyztling's body to float around before re-inhabiting one

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Today I'm going to be working on a 2nd prototype for that game I've been planning!

I've got a vague idea of the structure already, I just need to actually implement it. Honestly, I was supposed to do that yesterday...

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