Jeffgamedev's Gruedorfian Devlog
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Hey Gamedev friends! Most of my work the last week has been consumed by code test for job prospects. One of the tests ended up in a really cool result. Here is a screenshot:
This actually got me inspired to do some 3D development in Unity on my personal time - this is the kind of work I am looking for fulltime. Maybe I’ll find some time to do a personal 3D project.
Since I was on a Unity kick, I decided to open up my much-neglected yet very-hyped RPG, Circadian, and worked on a few small things in that.
I added lights to the “BIG BUG” tech company sign:
I fixed lighting settings on the monitors in this scene that were emitting a small green light:
I also managed to create a new character portrait for the Boxfort project:
That’s all the progress for this week! Seeya later Gruedorfs!
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Hey my gamedev friends! I’d be lying if I didn’t admit this was the busiest week of my life. I’ve had 8 interviews the past 3 days alone, and more to come. I decided that I would produce a small mobile space shooter game, just to get a small project done, since all of my projects scope are way out of control. Enter, “Star Weasel”, the wise-cracking Star-fox wannabe, destroying rogue vegetables throughout the galaxy.
I was able to spend a few hours making a rough prototype in Godot, and figure I should have this done by the end of the month, given that interview stuff slows down.
It was kind of cool though, in one of my interviews, I was on call with 3 creative peeps who said, “well, what have you worked on lately?” and I shared them my boxfort prototype; we all got online and ran around togethether while I explained how the prototype was made. It was awesome!
Hoping to find more free time soon. I’m just a sailor on a tugboat in a very chaotic job-search storm, right now! There are some solid leads, though. I’m hopeful for the near future.
Later!
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Heyo friends! Still doing the dash for a job madness, but I did manage to find more than a few moments to work on my space shooter game. It’s coming along!
New features:
- Dialogue text and animations with cute noises (Banjo-Kazooie style audio) whenever you destroy a carrot or take damage.
- Created new Ship graphic.
- Ship engine particle effect.
- Ship laser trailing particle effect.
- Ship laser shoot particle effect.
- Stars trailing in the background (particle effect).
- Improve input on desktop.
The game is also deployed to web with the latest changes as of writing this if you’d like to play it:
http://www.jeffgamedev.com/starweasel/
Until next time friends!
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Well, hello! It’s been just under a week, which is just in time for a Gruedorf. It seems my job search is coming to a close, so I can stop complaining about that! Received a few offers, and going to accept one this week!
In gamedev news, still tinkering away with my free hours on Star Weasel!
Check out this epic gif:
New features since last 'dorf:
- Carrots now rotate faster and also move in a sin wave pattern.
- Player HP % is now displayed in the top right corner and decreases when taking damage. Nothing happens at 0%.
- Implemented infinite scrolling background script and graphics. I should be able to have repeating levels as well.
- Implemented clouds to go overtop of the level mentioned above. Just using a quick particle effect.
Awesome! Keep on deving, friends!
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Whelp! I officially have a job! I’m starting a Senior Unity Developer position on April 1st! What a relief! Also, managed to make some updates to Star Weasel!
Star Weasel Changelog:
- New Enemy.
- Enemy Shooting.
- New Player Ship Frames: Lean Left, Lean Right.
- Improve colors of Weasel Portrait Sprite.
- Improve colors of Player Ship Sprite.
- Set Z index of explosions so they are always visible.
- Player takes damage and percentage of health is displayed.
- Create new character portrait, “Turtle”.
“Brewster Entertainment” is going to be the publishing entity for this game, so I decided to embark on getting an HTTPS domain setup. I managed to achieve this all pretty easily through AWS. I am now working on a site in VueJS, but in the meantime, https://brewster.studio is live with the latest build of Star Weasel until replaced by a site.
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GRUEDORF’D! After not posting for months, I’m here to undo my lose streak and regain control over my hobbies. Let’s just get to the good stuff then:
I did manage to work on my Earthbound-like RPG Circadian.
I honestly should be spending most of my hobby time on this one.During a Darkest Dungeon binge, I started playing around with the idea of a similar game and threw a thing together in Godot.
I actually took a step back on this and decided to take a more command line app approach to really nail down the mechanics. I have a little prototype simulating a battle:
I also started doing some baby steps into machine learning through the new ML dotnet libraries, as I spend a lot of my time in C# ecosystems now for work.
Heck Yeah! Gruedorf! Thanks guys!
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Forgot to paste the output for the battle simulation:
I actually took a step back on this and decided to take a more command line app approach to really nail down the mechanics. I have a little prototype simulating a battle:
Initiating Game Team 1 Alive Members: 4 Team 2 Alive Members: 4 Begin Round: 0 Chr5195 Attack Chr660! Chr660 Takes 9 Damage! ( HP: 28 ) Chr660 Attack Chr8010! Chr8010 Takes 4 Damage! ( HP: 27 ) Chr649 Attack Chr3124! Chr3124 Takes 4 Damage! ( HP: 23 ) Chr685 Attack Chr2782! Chr2782 Takes 4 Damage! ( HP: 24 ) Chr2782 Attack Chr8010! Chr8010 Takes 6 Damage! ( HP: 23 ) Chr8010 Attack Chr3124! Chr3124 Takes 8 Damage! ( HP: 19 ) Chr3124 Attack Chr5195! Chr5195 Takes 9 Damage! ( HP: 26 ) Chr5187 Attack Chr5195! Chr5195 Takes 11 Damage! ( HP: 17 ) Team 1 Alive Members: 4 Team 2 Alive Members: 4 Begin Round: 1 Chr5195 Attack Chr5187! Chr5187 Takes 9 Damage! ( HP: 25 ) Chr660 Attack Chr685! Chr685 Takes 4 Damage! ( HP: 28 ) Chr649 Attack Chr2782! Chr2782 Takes 4 Damage! ( HP: 20 ) Chr685 Attack Chr2782! Chr2782 Takes 4 Damage! ( HP: 16 ) Chr2782 Attack Chr649! Chr649 Takes 6 Damage! ( HP: 28 ) Chr8010 Attack Chr3124! Chr3124 Takes 8 Damage! ( HP: 11 ) Chr3124 Attack Chr685! Chr685 Takes 9 Damage! ( HP: 24 ) Chr5187 Attack Chr5195! Chr5195 Takes 11 Damage! ( HP: 6 ) Team 1 Alive Members: 3 Team 2 Alive Members: 4 Begin Round: 2 Chr660 Attack Chr8010! Chr8010 Takes 4 Damage! ( HP: 17 ) Chr649 Attack Chr2782! Chr2782 Takes 4 Damage! ( HP: 12 ) Chr685 Attack Chr2782! Chr2782 Takes 4 Damage! ( HP: 8 ) Chr2782 Attack Chr685! Chr685 Takes 6 Damage! ( HP: 15 ) Chr8010 Attack Chr660! Chr660 Takes 8 Damage! ( HP: 19 ) Chr3124 Attack Chr649! Chr649 Takes 9 Damage! ( HP: 22 ) Chr5187 Attack Chr8010! Chr8010 Takes 11 Damage! ( HP: 13 ) Team 1 Alive Members: 3 Team 2 Alive Members: 4 Begin Round: 3 Chr660 Attack Chr8010! Chr8010 Takes 4 Damage! ( HP: 2 ) Chr649 Attack Chr3124! Chr3124 Takes 4 Damage! ( HP: 3 ) Chr685 Attack Chr2782! Chr2782 Takes 4 Damage! ( HP: 4 ) Chr5187 Attack Chr685! Chr685 Takes 11 Damage! ( HP: 9 ) Team 1 Alive Members: 1 Team 2 Alive Members: 2 Begin Round: 4 Chr660 Attack Chr649! Chr649 Takes 4 Damage! ( HP: 13 ) Chr649 Attack Chr5187! Chr5187 Takes 4 Damage! ( HP: 16 ) Chr5187 Attack Chr649! Chr649 Takes 11 Damage! ( HP: 9 ) Combat Ended. Team 1 Alive Members: 0 Team 2 Alive Members: 2
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I’ve been making steady progress on the Grand Onion, NES style project made in Godot.
The workflow to produce a NES style game is so seamless, that I’ve decided to enforce this restriction on any new game projects I just absolutely cannot stop myself from starting:
All new game projects MUST be a faux NES game.
I’ve been able to produce 2D graphics and maps rapidly that I’m happy with. In comparison, I slog through my high resolution RPG made in Unity.
The game mechanics revolve around a single multi-layered world, where the x/y coordinates all match between layers upward and downward. Right now, there is only the main surface level ,and one level down. It is coming along:
overworld
undeworld layer 1
a variety of new items:
new areas, new npcs!
more npc text, more item trading, the world is steadily growing!
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Hello my wonderful friends! My delinquency here is not to say I haven’t been working on indie game stuff frequently. Like Hatchet posted, I’ve been clocking a lot of time on the Mannux project.
I have a lot of irons in the oven right now, but I did manage to get inspired and rebuild my personal site. It’s deployed here: https://jeffgamedev.com/
There’s a “Play” page where you can play a bunch of the stuff I’ve posted here, as well as some others.I’m planning on completing Grand Onion this year. I have some ideas about how to monetize it, but I plan on making it completely free and without DRM.
Woohoo! Gruedorf!
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Time to stop losing.
I’ve been working on a game I titled “.V4MP1R3”. It is a single player, 2D, story driven game. I do not have any combat defined at this time, but I’d like it to be open ended and strategic.
The main inspirations are:
- Shadowrun (universe)
- Cyberpunk (universe)
- Shadowrun SNES (lots of gameplay/gamefeel)
- Shadowrun Genesis (shares a lot of the same grittiness/gamefeel)
- Tibia MMO (Oblique 2D perspective)
- Ultima VI (Oblique 2D perspective)
- Fallout (excessive looting)
This was also made for a gamejam semi-hosted on discord and I submitted around the end of September deadline. So version 0.0.1 on windows was birthed here: https://drive.google.com/file/d/1b7FPniLAQ5r9lTYaxR9lwF-b6z_bCW01/view?usp=sharing
I plan on doing another release at the end of the month to keep up momentum. Until I have a newborn to care for which is coming up really soon!!