Brakes Escape, my submission to Godot Wild Jam #66, is live on itch.io. There are a couple of bugs, half-baked feaures , and other compromises made in the name of having something shippable by the deadline, but I think it’s a promising start to a more complete game.


Escape game

Previously, I posted two ideas for Godot Wild Jam 66. I ended up spending a few days on the first one and realized I didn’t like where it was going and I didn’t feel good about getting it into shape for the end of the jam. So, I switched gears to the second one (a variation on an idea I’d already been tinkering with).

It’s going better, but I’m not sure it’ll be shippable by the deadline (4pm tomorrow). Still, it’s nice to have some momentum. I’m really happy with how the player character moves, but the game definitely needs more.. game. We’ll see how for I get it tomorrow.


I’m the PTA volunteer keeping an eye on our elementary school’s “tech club” again this session, and this time they’re going to be programming drones with Python.

I’m… a little jealous?


I’ve been pretty lazy about static typing in GDScript - but it’s pretty cool to see that there are performance benefits.


Want to read: My Favorite Thing Is Monsters Book Two by Emil Ferris πŸ“š

The first book was great, and I’m excited to read what happens next. Maybe I’ll re-read the first one before May.


Nah I’m good Samsung


GWJ ideas

Current thinking for the jam, either:

  • starting over from scratch on the NS-Tower-inspired game I’ve tinkered with on and off (see a GIF of it here), and adding something to escape from, like a rising water level.
  • a horizontal - scrolling space shooter where you can only move in short bursts, which I’m calling “we only have hyperdrive”

Godot Wild Jam #66

I’m signed up for Godot Wild Jam #66, with a theme of “Escape”– which is pretty straightforward, as far as game jam themes go. I do think it’s quite cool that GWJ has accessibility as a rating category, and I’m going to try to see how much of the accessibility guidelines I can meet.

The jam goes for nine days. My current thinking on timing is: have something basically working by early next week, then use the rest of the time to polish the graphics, UI, and audio.


This post from @manton prompted me to finally try out Bluesky– so far, it feels kind of like the uncanny valley version of Twitter? I’ll keep poking around. I’ve turned on cross-posting from micro.blog.


Currently listening: The Sandman Vol. 2: The Doll’s House by Neil Gaiman πŸ“š

(actually, re-listening to Act I of the Audible adaptation of The Sandman, but I’m in the section that corresponds to The Dolls House)



#screenshotsaturday

My son and I are still making tweaks to the roguelike that resulted from following @selinadev@indiepocalypse.social’s tutorial: a new spell, visual effects, weapons, and new enemies. I enjoy the collaboration, so we’ll probably keep it going for a while.

The most notable new feature is a minimap! It still needs work, but I’m happy that I was able to get it working. This is my first time writing Godot code that generates a graphic from scratch. Every pixel in the minimap represents one tile in the current dungeon. Right now, it draws the entire graphic (walks the entire array of tiles) on every turn, which seems excessive and dumb. On the other hand, it’s performing OK, so “fixing” that might be a premature optimization.

In theory, the next Godot Wild Jam starts next Friday, I was thinking I might give that a try.


The lyrics to “Parents Just Don’t Understand” aren’t as lighthearted as I remember.



One of the more annoying differences between gdscript and Python: that Python capitalizes True and False, and gdscript does not.


Finished reading: Bea Wolf by Zach Weinersmith πŸ“š


Currently reading: Bea Wolf by Zach Weinersmith πŸ“š

Checked this out for the kid, but I’m a grown-up and I can read it first if I want to.


Finished Listening: Story by Robert McKee πŸ“š


Screen shake makes pretty much anything better.

Footage of a dungeon-crawling game, demosntrating screen shake effect

Donelike

I did the thing! I finished all 13 parts of Selinadev’s Godot 4 Roguelike tutorial.

There were a good number of things that were new to me: procedural map generation, AStar navigation, custom resources, and using those custom resources to compose entities. I’m happy with the knowledge gained by working through this.

The end product is… not my cup of tea, really.

On roguelikes generally: When I was a kid, one of the computers available to me had nethack installed. I poked around a bit, but it never really clicked for me (and the same computer had SimCity! ). One turn-based roguelike I do play these days is Hoplite. I think what I like about Hoplite is that it plays almost like a board or puzzle game, the challenge is in reasoning about how to get through the level safely.

On this particular game: after adding armor, weapons, and the power-ups available when you gain a level, combat is super easy, and the challenge curve stops when you get 8 levels deep. I appreciate the 1-bit art style, but it kills me a bit that a game that includes fireballs and lighting attack’s doesn’t make those things visually interesting events– baddies take damage, maybe die, and a message is logged. This isn’t really the author’s fault, since she adapted a tutorial that builds a classic terminal/console game. It’s just a shame this leaves behind a lot of the cool stuff Godot can do.

My son/project manager designed some new enemies and other graphics to be incorporate in the game, and I want to honor that effort by integrating those assets and ideas. I’ll probably spend another week doing that and maybe looking for other ways to increase the usability and fun factor.