Started 4 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 (589 total)

Good day today after yesterday's crisis. I've figured out a new data structure for the visual novel project, and split my work time today between fleshing out the characters and making more art.

Finishing seems achievable now, but there's just so much art left to do. So my updates for the rest of the week might end up pretty samey unless I give specifics.

Today's art: an anthropomorphic duck character drawn with swappable poses and expressions. As you do.

This morning I almost abandoned the visual novel project, and had decided to quit the "I can't write" game jam. The project just isn't exciting me, and Ren'Py is being difficult, so I thought it might be time to move on.

However, after a bit of a pep talk and some advice from a Ren'Py veteran I've decided to stick with it and at least get something submitted.

To that end, most of today was spent rethinking my implementation plan to fit within the limitations of the engine, and making and implementing custom UI graphics. The next couple of days will be make or break on this project, so fingers crossed!

Joining a jam for games with a strong story was supposed to be a fun challenge, focusing on writing and art (both things I suck at right now) while using the highly recommended Ren'Py to make actually coding it all up a breeze.

Well, instead I had to spend most of Sunday night figuring out how to work around the serious limitations of its text formatting /interpolation situation. I am not amused.

Saturday today and we had plans, so I knew I wouldn't get chance to really sink my teeth into anything "proper". But I did do some research for my in-progress game jam, and did some planning for the next week, so that's progress!

Considering I've only had one hour sleep in the last 36, writing no code today was probably for the best.

Worked on the art for my second gamejam game. It's all very rough and simplistic because art is in no way my comfort zone, but it'll get there.

Also managed to bash out a couple of small bugfixes on my long-term project, before it got too hot to do anything at all.

No coding today, which was honestly a nice break. I started designing a boss for the game, and I'm liking it thus far. I also did some art practice, trying to make a fairly large mockup sprite for said boss.

The first thing I worked on was a quick and dirty test level just to see how it felt all together. Pretty proud of it thus far.

After that, I did a technical checkup. Y'know, making sure code wasn't messy, removing silly, redundant comments. That marks this chunk of the game done and dusted. I now move onto the next chunk, which should be more level design focused.

Did not expect to be able to bang this out so quick, but I managed to animate the enemy. Not fully polished, just good enough to get the job done. Glad to finally have this chunk of the game done (not yet dusted though :o).

Here's a screenshot of the gang, as it stands.
I realize the player and spider look a little out of place fully coloured and all. But that will be sorted in time.

Hm, I forgot this existed. In the past month, I've just been downscaling the project's size, and refining the core.

Today I had a very good session of flow. Just barrelling through the To-do list. So that was really cool. The particular enemy I'm working on just needs to be animated, so that's the plan for tomorrow.

For the last two days, the CTO of my company has been examining the feasibility of building a videogame as part of a marketing campaign.

To increment the odds, today I built a proof of concept of the idea I proposed him.

Drew lines. Made them stay 1px wide. Had some fun.

Jk, it was a pain in the butt.

In the end, the project settings were the key.

Hope you're all doing well! 🙋‍♂️

It’s going to be a really small project. Its scope is on the dialogue system.

Many games give you diverse dialogue options (e.g. Fallout 1), other try parsing free text (e.g. Event[0]). Either way, the goal is the same: to let you express your in-game feelings through speech.

The thing is: dialogue options are limited, and AIs feel stupid. I’d like to fix that. Hence, I’m now testing a middle ground that should mimic free speech without making one feel blatantly bounded. Let’s see how it goes!

Finished reading through the Gdscript documentation.

Continued reading through Godot's documentation

Read a bit of Godot's documentation.

Working with a custom engine under construction with a friend, building example games.

Did more work on a tiny little Godot shooter I'm creating. Also worked on the website more and am almost done. I just need to finish the project pages, set up emails, and finish adding BAT/Ethereum tips. Also need to add an award section.

Some actual game work today. Kept building on top of the template this time adding custom sprites and terrain. Mainly focusing on reading documentation.

Seems I accidentally submitted to the daily DJ streak and the monthly one. Can't submit a new post, so...editing time!

Original Post:

Rust learning picks up again after an unsuccessful Ludum Dare weekend (thanks, health). Going to aim for steady progress going forward on both learning and developing new things.

April Review:

A lot has happened this April, though I have little concrete to show for it.

A vastly improved knowledge of Rust and engine building has made me interested in using Rust for many projects. Most of my streak posts have been about Rust, and I've enjoyed it greatly.

Ludum Dare went poorly, in part because I attempted essentially constructing a Rust engine on top of two frameworks that I barely understood. I'll be taking some time away from jams for now (Decade Jam aside), and I expect I'll be heading into the next several only with tools I'm fairly solid on.

The real victory this month has been using Anki to learn Rust and Toki Pona (a tiny conlang). Rust in particular has been a nice surprise - my health is now less of an obstacle with the knowledge so well embedded in my head through spaced repetition and so frequently reviewed. I need to apply the same treatment to C# and GDScript, as well as algorithms, design patterns, and more. Game design itself I can do to a decent degree of success all the time, thanks to years of constant thinking about it, so it's a matter of being able to implement what's in my mind.

Productivity is my goal for May, with an emphasis on product. The Decade Jam Community Project Task Force is ~~steadily lengthening its acronym of DJCPTF~~ hammering out the final details of our game and I am even now working on early code for it. Test projects for a custom engine are underway as well, and I expect to have multiple test games to show off in next month's summary post.

While I expect to continue to focus on Rust and Godot, I am not opposed to a return to Unity or Phaser as well. I hope to construct a strong portfolio over the next two months, and while I think my skill in game design, mechanics, and AI are solid (always worth improving, though), I think my generalist knowledge is another strength. I'm trying to be a T-shaped person, as some say. Being able to work across several engines and frameworks will not only improve my skills, but make me more likely to be available to help with a particular task or job, plus help others cross such divides.

Here's hoping for plenty of productivity next month.

Continued work on the webste and also began work on a RPG in the Godot Engine. I set up the basis for random map generation and familiarized myself with the template I am using.

Worked on the website more. Got Basic Attention Token rewards set up and made some minor changes here and there. Got a github page setup for the project.

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