Started 7 years ago (2016-05-19T09:00:00Z). Goes forever.

Do something, anything, related to the development of your game every day!

"Great things are not done by impulse, but by a series of small things brought together." - Vincent Van Gogh

"Inches make champions." - Vince Lombardi

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Recent submissions (636 total)

Today I smoothed out the physics of the player's movement and wrote some simple helper functions to debug entities in the future... Maybe it would be cool to show them when that entity is hovered over if the game is paused!

Also thinking about converting this codebase to C++

Today I implemented scaling, letterboxing, 8-axis movement, and some rough physics. I also had a new idea for the theme, but don't want to share it yet. I got so caught up that I almost forgot to submit this streak.

Setup project with Odin, Raylib, VSCode, opened a window, and created the initial commit.

Another session of pixel art doodling... Trying to generate some ideas on theme and character. For some reason, everything is turning piratey.

My goal is to spend a minimum of 1-hour per day on a game, starting today.
I spent the entire time doodling characters and asset ideas in Aseprite. I'm not much of an artist, so it took some time to get warmed up. Feeling too embarrassed to share it at the moment.

today, i did a ton of cleanup both physically and digitally inside of my computer. i scratched the surface of improving my terrible player movement script, which still has a bunch of jarring camera issues — but slightly fewer than there were yesterday.

the goal is to keep pushing myself into tiny goals for the project, and completing things poorly instead of losing motivation from feeling like i'll never get it perfect. this means having 3-4 different threads of tasks for the project is actually really important for keeping momentum. it seems to be working so far!

A submission for Daily Gamedev

Added some hitboxes that launch the players ( will be used for ennemies )

A submission for Daily Gamedev

Added some animated waterfalls :D

A submission for Daily Gamedev

Fixed some visual glitches and finished to port all my jam game movement

I'm working on a port of my previous jam game using Love2D, and I added some acceleration/deceleration, as well as a sprint.

OverflownLove2D.webm282kb
2 downloads

I'm a programmer, by trade, so doing any kind of art that looks decent is a big deal for me.

Making this for the current minijam.

poking into robotmmo again. still no decision on the title but i feel like i have some ideas bouncing around. just added things to the design document tonight with flat's help. drew up a couple of crude things

New longest streak in the Decade Jam, rawr!

That said, I'll probably stop now. Nobody else is using this so I'd rather use a more reliable journaling method. Still feels good though :p

Today I ventured away from Blender and back into the more familiar-to-me world of CAD. I'm having trouble visualising how things interact in Blender, and the scale of everything is just made up, whereas CAD is all about precise measurements and assemblies of many individual parts. Probably not a common way to go about making game terrain but whatever, if it works it works.

The rest of the week I'll be continuing in my GLS refactoring work to allow more control over dialogue options and how different characters react to your choices. But I might not write about it here.

...until I steal the longest streak in the Decade Jam.

Today is Sunday so as per it was a quiet one. Planned my dev tasks for the week as I work slowly but surely towards a working prototype of GLS, bit of Blender, but mostly just good food and fantasy football. All things in moderation.

I refactored on a Saturday, that makes me feel a bit dirty. But it has to be done, and now I've worked out a better dialogue system, so it's all good. Also did some Blender practise, and watched Con Air, so all in all an acceptable day.

Today as part of the Blender-off, I decided to make a load of low poly versions of things from Kerbal Space Program. Just for practise, you know. It's not technically relevant to my game but is relevant to learning to make art for games in general, so that's fine for a streak entry.

Also had a pizza. Good times.

Continuing with the bit-by-bit refactor of my code for GLS, in order to add new features.

The core mechanic relies on the passage of days, so I'm adding in a button to skip to the next day and having it only become interactable once the current day's goings on are all dealt with.

Sounds simple right? Yeah, well, I'm sure it would've been if I had any idea what I was doing at the start of this project, but that's half the fun.

See title.

I'm getting on with Blender to the point where I think it might be easier to make some of the 2d graphics for GLS by making them 3d and just having the camera be orthographic. Need to think about whether that's worth it or not.

In the meantime a friend just started learning Blender too so now we're in a sort of Blender-off. Might be leftover competitive energy from the fantasy football season starting up this week.

Yep it's time for some boring bits. I need to redo how some of my game systems work to support new features, so while I wrote a decent amount of code today nothing actually looks different.

Tomorrow, though. Tomorrow I might get so far as adding a new UI button! Gasp.

And I won the draft, so hooray.

But that doesn't count for a streak, so today I also started working out the rules for handling different categories of random events in my game. Some will just basically be an alert, some will require a decision, and some will kick off a whole conversation with a character.

This is the last big mechanism that needs to be in place before I can call the project prototyped, woop!

Busy weekend! Between the fantasy football season kicking off, supporting various friends streams, and relearning how to play Necromunda, there's not much time for work this weekend at all.

In the spirit of no zero days though, I did spend a small amount of time this morning helping a friend with his game prototype, which lead to me learning more about first person movement and camera. That's enough for today to count!

Who would've thought that making video games involves so much bloody writing?!

My big project is going to need a ton of content, so I've started drafting some of that out. It'll also need a ton of art, eventually, but I'll probably bring someone in to do that.

Actually coding the thing up is fine and fun, but writing is like pulling teeth. Still, it'll be worth it!

Continuing with my chill week, did some mapping and writing work today with the goal of updating one of my jam games and making it less ass.

That's it for this entry though because I've already gone to bed :p

Still feeling a bit off, so gave myself permission to be lazy and spend most of the day playing games. Considering I'm a student and it's the summer holidays, it's somehow literally months since I had a day like that.

It wasn't completely wasted, however. Now that I'm getting away from jams and back to my real project I have some serious refactoring to do to take into account everything I learned in the meantime. It's surprisingly fun, which is good because this definitely won't be the last time I realise my code is terrible, but also doesn't take a huge amount of brainpower so that's perfect for right now.

Hoping to get back up to full speed soon but if there's one thing I know about migraines, it's that "powering through" always ends badly.

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