Devlog - Tumblr Posts - Page 3
Devlog #24: Plantable Crops! The main way of getting crops is by growing them in little spots that pop up off screen, or by digging spots with the hoe's ability. After some time it can be picked and used!
Hi everyone, been awhile! Here's a small clip of a project that I've been working on for the past while. I will be working on this and publishing this (much smaller) project first before continuing with my original project. The original project was getting a bit clunky and hard to work with. So I will work on the new project to get a better understanding of game dev stuff, and so I can focus on fixing problems when I return to it.
Here are a couple of the ingredients that will be used for the alchemy in the new project!
In order there is Boglily, Heartleaf, Waterwort, and Shadow Essence
Here are a few more ingredients for my game!
In order there is Magma Bloom, Whirlywind, Saturn Shroom, and Fatal Fungi.
Sorry for no posts last week, was busy with a few things! Anyway, here is most of the player character's animations! I've also been working on the enemy animations, and I will probably post them next week.
Here is the enemies for the game, the shades! They come in a range of colors that indicate what element they are, and will hurl elemental fireballs at you when you get too close.
After Dark's Update DevLog

Hey there! As promised, this update brings new features, some enhancements, and a few bug fixes that I believe will improve your read-gaming experience.
Features & Enhancements
Persistent Memory for Characters: your party's characters will now remember your past conversation topics and answers, making interactions feel more realistic.
Pansexual Main Character: Your main character can now be pansexual, and can now date...
Nonbinary Option for Max: ...nonbinary Max, adding more representation and customization to your gameplay.
Expanded Special Abilities: I've added seven new special abilities, bringing the total to ten. Can you find all of them?
Updated Geographical Details: I've changed some geographical data, including the pandemic's starting location. Additionally, I've revised geographical distances and character speeds for a more authentic experience. You’ll also notice new geographical and environmental details based on real-world U.S. locations!
Improved Conversations: Certain message exchanges with Rain and some conversations with Michael have been revised—now they should sound more natural and relatable.
Enhanced Gameplay Mechanics:
Collectible Card Game (Beta): I've completely revised the collectible card game. It is now in beta! While it's not fully functional yet, you can already...
Card Game with Michael: ...play with Michael, and you'll be able to fight more characters in future updates!
Revised Sun Damage and Sunscreen Mechanics: The sun damage system has been updated, and there’s now a higher skin tone level requiring sunscreen (I'm also working on modifying the sunscreen system to operate on a usage basis rather than by bottles, but this is still TBA).
New and Expanded Mobile Games: The existing mobile game has been expanded, and I’ve added a new one for you to enjoy!
Flavor Text for Name Choices: When choosing certain names, you’ll now see new flavor text to add a bit of fun and more personality to the characters.
Relationship Revisions: I've adjusted the relationship system to enhance characters' interactions and narrative flow.
Optimized Cell Phone Battery Usage: I've also revised the smartphone battery usage, to make it more realistic (and challenging, obviously!).
Bug Fixes
Various Typo Corrections: You know, things like tohse.
Portable Charger Bug: Fixed a bug where the portable charger from Abby's house would not charge at all. Your smartphone should now be powered!
Friendbook Search Bug: Resolved an issue where players could tell Michael he had been searched on Friendbook, even if he hadn't been searched. Now you actually need to search him.
Other Bug Fixes: I've fixed other minor bugs to improve the overall gameplay experience.
Known Issues
Weapon System Bugs: There are still some known bugs in the weapon system that I'm actively working on. I appreciate your patience (please don't use them on me!)
Sunscreen System Update: As mentioned above, I'm still modifying the sunscreen system to function based on uses rather than bottles. Right now it's a bit unrealistic, but I'm working on it!
Thank you for your support and feedback. Whether you have already received it (as patrons) or are waiting for it next month (as free users), I hope you enjoy this update! ♥
[ Patreon ][ Discord ][ Public Demo ]
Made a video to show off what's in the new update!
Audio mixing is kinda bad in this one but the content is good don't worry about it it'll be fixed in the next one.
TOMORROW FOREVER Weekly Update!
New Shaders, new save files, L0AN_W0LF is in and edgy, Mission Givers give missions based on Trust, and we are officially a web3 crypto game! jkjk on that last bit.
Another week of progress! This week I built a new navigation system prototyped some new mission types, and more!
Hi all! I made a video to talk about how I motivate players in TOMORROW FOREVER. It can seem like an obvious thing, but there's some real nuance in how you handle this critical aspect! Check it out!
This video was made available to my patrons a week ahead of the public.
Got some great progress in on bringing the vehicles of TOMORROW FOREVER to their best. It's always so satisfying to see things coming together like this.
Broken Shaders are Still Beautiful!
I just wanted to share a little bit shiny that I found on my way to making something else. Godot has been treating me very well with this little project, and I'm really excited to get DitherDream the trippy little exploration game out to everyone on November 10th!
Prototype - Patreon - Twitter


(Devlog #1 ? I guess?) hi haven't posted in a bit, also haven’t drawn much to post; but I’ll post this since I talked about it on twitter briefly
been working on a visual novel for the past month! It’s only going to be a short one but it does have a romance option subplot, your companions (and romance options) in the story are Desmond (the guy in green) and Leonard (the one with the red cape)
I’ll probably post more about development later but for now, this is what I feel like showing so far; hope some peeps are interested 👀 I’m sure having fun making it (also yes, it’s a solo project
Slowly winning the battle of making the players circling work like Pokémon Rangers by making loops rather than one big circle. Its perfect and
The advantage of this new loop system is that damage can be shown in real-time so AI can show when they will be defeated or a shield breaks from your attacks while circling them.

On an art grind while the computer is dead. Today's booty: metal hand-stitched props
This is what I got up to last night when I wasn't feeding the dog popcorn. The last time I showed the main menu it was very clunky so I rolled it back to something simpler
"Other" (name not final) game devlog #1
Hello everyone, aside from art (so far i have only shared older artworks of mine) I also do game developing, on my own, and this is my first devlog!
The game is about you, a robot like being thats called a "guardian", travelling through 4 main areas in order to clean an area out of mimic population and figure out your past
The game, since its my first ever proper game, is rather short (plan to keep it around 4 hours MAX) even if i wanted to make it longer, sadly i am too busy with school to make a longer game on my own. And the game will consist of 4 main areas: Dawn, Sunrise, Dusk, Nightdown and Dawn again for the ending (areas ordered according to progression)
The game is a top down/isometric game with hand drawn 2D graphics, all of the animation and art is going to be done with textured brushes to give it a unique look (pictures below for example of the brushes) but so far I havent decided on the artstyle
Below are some concept art and designs for the game, top being the mc "Sanctuary", middle being some designs for the mimics (first pose has been referenced from a boisvert fanart by xreamy on twitter) and the bottom being a tiny gif for a character known as "Sher Shiner".
So far the team only consists of me and I am open to hear from people who are interested in the project. My asks are also open and I would love to answer various questions about the game


Frustrations
Following other developers, learners and makers are great. It facilitates learning and gives inspiration
But one thing that is often missing from people telling about how it is going, is the failures, frustrations and problems any developer will run into.
For this reason, two of my favorite maker youtube channels are Extractions&Ire (Chemistry) and Code Bullet (machine learning). Because these madlads are brave enough to not just show their process and result, but also their failures, mistakes and errors. And how they overcome them. Not always by learning (Sometimes making a dumb mistake is not really something you can learn from...)
It's good, because it's real.
Code tutorials and guides can give the impression that the normal process of development is "Open IDE, code, fix tiny typo error, compile, success". They don't do it out of malice, but out of a want to be concise. Which is fair.
So I also want to share when things do not go so well. I have programmed Atmel's AVR Chips for quite a while now. But I have done it mostly in microchip studio(former Atmel studio) and a bit in the arduino IDE. A job I am currently applying for, uses visual studio code. Which is fair enough. So to prepare for this specific job, and to acquire this quite good-to-have skill, I want to set that up for myself First things first, since I have not done this before, I cannot know if my code would have a weird error so I want to know everything else is working first. So I write a tiny program which simply have the microcontroller increase a number every 2 seconds and write it to my PC over UART. Takes 2 minutes.... I grab one of my Arduino Nano boards and a USB cable for it. And then... I cannot flash it... Its communication protocol have troubles.
I have seen this before. It is to do with the cables not being correct. If they are USB 2.0, very little magnetic noise can cause trouble. (And you cannot tell if a cable runs USB 2.0 or 3.0 by looking at it... because the universal serial bus is not universal... Insert grump rant here) I then spend an hour finding and trying different USB A to USB B-mini cables. Give up, notes down to buy (and MARK) some USB 3.0 versions for the future. I then grab a Arduino Uni instead, as they use USB B, which is much more resistant to noise... And then spend half an hour trying to find a the cable, as I do not have a lot of them, since... nearly nothing uses them. Finally find it, and yes, the program can now be flashed. So I packed all the cables I tested back in their places, after marking them so I will(hoefully) not have to do this again. Had to take several breaks feeling depressed and grumpy, and all in all, this adventure took 4-5 hours. And now I can START on this... And this is how work sometimes is. And that is ok. It is still... VERY frustrating ...
Just a quick project...
"Ok Moose, you can do this. We just need to make the robot take commands, drive around and report odometry. Keep it simple, keep it quick". So anyway, I implemented the software in layers. Hand crafted a automated testing framework from scratch and implemented it via CMAKE, and then made full suite unit tests for every layer, a full functional test suit for the HAL layer, and a system test Suite. I also came up with a unique way to calculate odometry that makes it super light on CPU time (Only works for stepper motors... which are a bad choice on mobile robots... I really need a word that means being both clever and dumb...)... And now something that should have taken weeks, will end up having taken months... Why... why am I so very unable to pick simple projects... and after picking harder projects, I just MUST decide to "Do it properly" and spend time implementing something that could pass industry certification... despite it in no way, shape or form NEEDING to be made like that... It would be like wanting to make a small block of wood to stabilize a wobbling table, and then spending weeks polishing, painting, measuring and documenting it... it... it does not need that... calm down...
How I handle that problem professionally is having a team around me to keep me in check... but I have too much depression, anxiety and no clear roadmap to find people to do projects with... I have been a member of a maker space for... 2 years now, and have not yet... you know... shown up... Despite it only being 40 min away... Blaaaaa!