Streak Club is a place for hosting and participating in creative streaks.
Started 9 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
The Quest Manager is done! 🎉
Next step: actually testing the quest system… this is going to be fun (and maybe a little chaotic) 😅
Bug Fixes & Code Quality
Performance Optimizations
interruptProtectionTime parameter to prevent audio excesive overlapTechnical Improvements
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
other stuff:
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.
HurtSoundDatabaseSO system with weighted random selectionDamageInfo to thread context through all actorsWent 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. 🫠
Planning feature for pooling on actors and corpse removal from the enemies. Just thought up stuff and made some small modifications and removed unused code and todo comments no longer relevant. Game development is a marathon not a race, it is important to have time to rest to continue .
Last night I had a migraine and it kinda messed with my sleep schedule and cascaded into lower productivity today.
Got some proper rest and when I finally got to work I did actually manage to get some proper progress done for the day!
The previous version of the game had walls and enclosed rooms and as such it was impossible for a projectile to never return to the pool or so i thought.
When I reload the scene any projectile from player or enemies still in the world would become untethered to the global pooling system of projectiles which is a big nono. I was creating memory leaks!
Started as what I thought was a simple 3-effort bug fix but ended up touching like 6 different interconnected systems. Classic case of "oh while I'm here let me also fix this other thing" 🤔
About 4-5 hours total (curse you tension headache), but totally worth it for proper memory management. No more projectile ghosts floating around when I reload scenes!
Nearly ready for more playtesting without worrying about mysterious null refs 👻!
had a slow day today but managed to get the healthbars properly updating when an actor takes damage, and so that the healthbars are only present if an actor takes damage or is healed and the healthbars return to their pool the moment the actor dies!
💪
Hey everyone! 😊
I’ve been busy today and here’s what has changed in the project:
Enemies, Items, NPCs & Areas
The foundation for all of these is now in place! This will make it much easier to expand the world step by step.
Resources & Scene Tweaks
Some resources were added and a few scenes got small adjustments to make everything fit better.
Music
The first bit of music is in the game 🎶 – it’s a small step, but it already makes the atmosphere feel more alive.
Basic Fighting
You can now do some simple fighting! Damage spawns correctly and characters can actually die. It’s still very basic, but it’s the first step toward proper combat. ⚔️
Thanks a lot for following along with the development! Every bit of feedback, idea, or even story suggestion from you helps shape this project. 🙏
screen posPretty productive albeit only two major featuresets!
I've been working on some major refactoring to improve the codebase. The focus has been on implementing a proper Object-Oriented Programming (OOP) workflow to make everything more structured and easier to manage.
Reworked Player.gd from the ground up: I've completely overhauled the player script to align with the new OOP workflow.
Major changes to combat_actor.gd: This file has received significant updates to adapt to the new OOP principles.
Created ActorBase: A new base class has been created, which will serve as the foundation for various actor types in the game, improving code reusability.
Updated Health Component: I've changed the Health Component to use our new standards for emitting signals, which should make communication between components more reliable.
organized some of the feedback i got yesterday into notes today getting ready for this coming week sprint ! Looking forward to iterating as fast as possible😎
Things i noticed turns out computers without a dedicated GPU struggle with the game ONLY if. The game is Fullscreen but particularly if the game has got various post processing effects. The enemies damage is too low, playing and aiming with a track pad appears to be quite difficult but people remain engag d in the game for an avg of 15 minutes and despite them dying and failing they still want to keep on trying .yet another good sign ! I think i can bring back the proc gen now but actually make it work with room arena layouts rather than room dungeon layouts as much 🧐 ... Gotta make some more changes and playtest to get an idea!. Looks like the settings menu will need some options now to toggle the post global post processing or figure out a way to get it to work on low end devices. I even got the recommendation to make it into a mobile game which makes me wonder ... Why not? 👀
trigger entry or a bound check its fine for this case since we're on a plane if i need more specific things i can worry about that later 🤔Bounds-KillBoxAliveActorsManagerenemyKilledEvents I could create some sort of dynamic authorable rules that checks for what actor died compare it against arbitrary rule sets that change and that way i could create a simple quest system!ms of processing when reloading domainWatched some videos on level design and started reading jesse schels the art of game design
Today's playtest revealed. Firs that a player remains entretained with the loop as is with the new enemies and animation tweaks for a whopping 20 minutes and two playthroughs so arena survival feels interesting .
Started implementing a killbox under the world . And the feedbacks i got is that the game needs more sfxs
This submission is empty
It no longer uses event architecture to follow but rather polls from a shared scriptableObject that contains a neat little no memory struct for the hit pos & the direction relative to the palyer ... could be used to have multiplayer like in the throne that happens to be nuclear ⚛️
related task !
Spent part of the day organizing tasks for the morning and visited my grandparents had a great time in family and even managed to show them the game!
only managed to do one task related to my game, however did manage to improve my notetaking, adopted iso format for daily note taking , modified all obsidian plugins to work with that and even started using timewarrior to track tasks as well and plan out some rust cli app to automate tracking things as a redundancy within timewarrior