Started 10 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 (743 total)

I'm feeling a bit under the weather but I got about a half hour of work done working on saving things.

Worked on adding the ability to save data. Since my game has a lot of data to manage, it'll take a bit to get everything implemented. I'm using https://www.gdquest.com/library/save_game_godot4/ as a reference.

So I have a set of behaviors for each item stemming from a base_item_behavior class, and each time you use an item it will go through the list. This way, I could have a potion that heals but also adds a buff for example.

Learned how to tweak the lod distance triggering on the little mice models

table is now only availalbe with its seats if it has empty chairs and no dirty dishes ontop of it1

couple of interruptions but now the table fills up with dirty dishes! and we can also now get an event for when we served the correct drink and an incorrect one and have the ui react to those events !

Started work ona tavern management game and started slowly but surely making changes on wednesday to how the patrons request beers and how the kegs should ahve specific beers by color when requesting beers

The Quest Manager is done! 🎉
Next step: actually testing the quest system… this is going to be fun (and maybe a little chaotic) 😅

Audio System Migration & Architecture Overhaul

  • Migrated the entire audio system to be compatible with my friend's project
  • Implemented Addressables integration for optimized sound loading and memory management
  • Redesigned the architecture to be more data-driven and maintainable
  • Ditched enum-based approach in favor of a flexible, scalable system

Bug Fixes & Code Quality

  • Fixed a null reference exception that was previously resolved in the 🐶 doggo game and imported the fix into this project
  • Maintained singleton pattern integrity with static readonly list implementation

Performance Optimizations

  • Optimized texture memory usage
  • Implemented interrupt protection system with 0.3seconds interruptProtectionTime parameter to prevent audio excesive overlap

Technical Improvements

  • Enhanced system maintainability through better separation of concerns
  • Improved asset management workflow with Addressables
  • Strengthened error handling and defensive programming practices

Another productive day of refactoring and optimization! The new audio architecture should make future development easier, and maintainable systems i can reuse among different projects . 🎵

a match3 game!

can't really say much about it unfortunately.

learning how to use And leverage the excelent Feel Asset. 🤔
it looks like for some of its features i have rebuilt them without knowing i could have leveraged them...

Today I started working on the Quest Manager.
Other than that, there’s nothing new to report for now.

Quick refactor now that it works well for the player depending on the damage moved it to the base class for actors

short breakdown

  • Moved death sounds up to ActorBase
  • Moved hurt sound system into DamageableActorBase
  • Now ANY actor gets both systems automatically
  • Added skeleton/bone sounds for future enemies

other stuff:

  • Installed new audacity version
  • learned how to use the interface properly
  • learned a bit about effects and now to normalize them and apply effects on them without breakin' em

Even added a specific sound for the death of the dog but im not really satisfied with that. tomorrow probably going to work on the other feedbacks and actual gameplay stuff - a single day on sounds was enough for this month, otherwise might work on a the side project i got a match3 game I've been making w/ a friend 🔧

The time reality:
Finding dog-specific sounds... That's days of work, not hours. also I find it not hard to stay on this specific type of task for some reason they just don't flow for me, I'd almost even say they kinda break momentum but since they were part of the feedback i got on it rather than delay it further 🤔

Hey everyone! 👋
Today’s update is all about laying the foundation for quests and NPCs.
Note: The quest and vendor systems are not interactive yet—these are test setups to build on.

  • Bugfix 🐛
    Fixed an issue where the dying animation kept looping. Characters now actually stay down. 😅

  • Vendor NPC (Test Stub)
    Added a vendor NPC script for testing. It’s a placeholder—no buying/selling yet—but it sets up the structure for a future shop.

  • Quest NPC (Test Stub)
    Added a basic quest-giver script. No dialogs or acceptance flow yet; this is groundwork.

  • QuestObjective Class
    New class to track quest objectives. This will power real quests once interaction is wired up.

  • Simple Quest Reward (Backend)
    Reward logic exists behind the scenes. It’ll kick in once quests can be started and completed.

Built complete contextual hurt sound system with weighted randomization


  • [X] Complete HurtSoundDatabaseSO system with weighted random selection
  • [X] Refactor DamageInfo to thread context through all actors
  • [X] organized files and namespaces
  • [X] protagonist hurt sound integrated
  • [ ] Need more sound effects for more variance to make it less repetitive its not enough to just pitch them differntly tho it works for now.

Went full on the hurt sound system today!

What started as "just add a dog hurt sound" turned into architecting a complete audio feedback infrastructure. Dependencies man. 🫠

  1. Started with basic hurt sound module concept
  2. Added doggo hurt sound for testing
  3. Built the weighted database system
  4. Integrated everything through the damage pipeline
  5. Cleaned up architecture and file organization
  • Context-based selection ("light" vs "heavy" damage sounds)
  • Extensible to any actor type without code changes
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