If I don't write down all the different things I've been working on how am I ever going to remember! There are so many!
Table of Contents
This one I have published and everything works to a degree I'm happy with. It's the simple sliding block puzzle with 15 tiles in a 16-tile grid, and needing to put them all in order from 1 to 15.
The 1-bit Jam #3 is currently on and I thought I'd give it a go. It's fun to do game jams, even if I don't finish them a lot of the time ^^;
I'm off to a strong start but the anxiety and the avoidance is getting harder to push through. We'll see.
Anyway it's a visual novel about 15 or so people on a bus to an alien crash site. Writing is something I haven't done for a long time. Because.
I think, uh, the jam must be over by now :) oh well, I can still make this game. I'm keen.
Boardplayer is a Checkers game with networked multiplayer. I wrote a separate server app that the clients can connect to. There's a lobby where you can challenge other people to a game. It's really cool!
Why haven't I published it? Well it's ugly, and there are some rough edges like not being able to back out of a game, and, I guess none of that matters I should just do it huh.
This one's a Breakout-type game. I made it to teach Godot. It's pretty much got everything I want it to have, so I could publish it huh... Bricks, balls, a paddle you move with the mouse, multiple levels.
Builder is the most ambitious project I'm currently working on. I want it to be a factory automation game, and I want conveyer belts, and conveyer belts are pretty hecking complicated. I think. I think I know more or less how to do it. I've written a bunch of code and tested a couple things out. But I've been procrastinating going back to it lol.
Conveyer belts aren't the only part of the project though. There's a 2D grid in a 3D world that you can place buildings on (of various different shapes), and there are little guys that walk down a path and a turret that shoots at them. You can move and rotate the camera.
I say it like that, it doesn't sound very impressive. But it is I promise. :)
Seeing as belts are so complicated, I've kinda gotten sidetracked. I've made a building that regularly consumes a resource, and a walker that moves along roads and replenishes the resource of buildings it walks by, and a building that periodically spits out walkers onto a road. So, like in the old Sierra games. I've only played Emperor but they're apparently all much the same.
I've been learning Fortran, a little. Reading the textbook "Modern Fortran Explained" and making a text adventure with it. I haven't gotten very far :) the way to split a program into subprograms, modules, is eluding me for now.
Hexed is a puzzle I have in physical form that is great fun to struggle with. The twelve puzzle pieces are pentominos - shapes made up of five squares - and the goal is simply to fit them back in the box. There is one solution helpfully printed on the front of the box, and once upon a time I found one other solution (it was before the time of smartphones so I couldn't take a picture :( ). There are apparently hundreds of ways to complete the puzzle.
I put this digital version together on a whim many months ago, with graphics I'd already made and a simple mouse interface. Now I want to do it up a bit and make it playable on touchscreens.
I've programmed a touch interface for "miniwalk" so I think I'll be making use of that.
Miniwalk isn't much yet. I wanted to make a game for phones, and I decided on a twin-stick shooter, I think because I had a touch joystick kicking around that I'd made from a tutorial.
Well, that joystick turned out to be not good enough! It relied on the mouse position; which meant needing to use the setting "emulate mouse with touch"; which meant multitouch wouldn't work at all. So (and I'm very proud of myself for this) I read through Godot's documentation, as well as an article on the basics of InputEventScreenTouch
, and put together something myself that can have as many joysticks as the player has fingers. :)
Gosh, maybe I should make a tutorial about it...
Anyway this game is currently a one-room twinstick shooter where zombies spawn out from the edges and you have infinite ammo in a machine gun to kill them with. The game keeps track of how many zombies you've killed, and resets when you die.
Write something here later...
uh what if Kenshi but good? Lots of stuff left unfinished in that game.
Progress so far is just, I've written a list of some of the core features Kenshi has. And I've experimented with Godot's NavigationServer2D
pathfinding, but I need to learn more about it.
What if - the taxi minigame from Grand Theft Auto :3
Started off thinking I'd do this in 2D top-down. Surely 2D would be easier, right? But after getting a car that could drive fairly nicely I realised that collisions with, say, walls, were not working at all.
I have a 3D car I already made in the past! And it still works pretty well! So why not use that.
I made a typing game! Not much to do except type - it doesn't have a scoring system or anything, it just goes for as long as you feel like playing. The words you've successfully typed accumulate as physics objects in the background and they start bouncing around and jittering and I think that's fun. The word list, I got from the internet, and it's free-to-use but it has a lot of words I would maybe want to remove, or have people be able to censor. But that's harrrrdddd. Maybe there's a more child-friendly word list out there somewhere.
So, this is the big one. I spent six months with pretty much all my game dev energy going towards this one project and I've ended up with something really cool, that's still nowhere near being a "game".
Six months, nowhere near finished, that's bad, right? Nah.
Project Wanderer is my big attempt to break into 3D (more than I did with the racing game, what is that, project "car"?) and omg the amount of obstacles I ran into! The amount of stuff I had to learn!!! You might think, if you're naive like me, three dimensions is only one more than two dimensions, so how much harder could it be? Christ. My first Godot project, actually, was a first person game ("OneRoom"), and as soon as I tried to expand it past the very basic first person controller code I copied off someone else, I was lost. So lost. I tried to make the character shoot bullets and they weren't going in the right direction and they weren't spawning in the right place. I gave up, I decided that all the people online who say to Start with 2D! were onto something.
So yes, after however long I decided it was time to try again with Wanderer, and I ran into the same issue with the bullets and I fixed it. It was something to do with setting the bullet's position and rotation. And I just kept adding to Wanderer until I started getting real antsy and wanting to do something different.
Wanderer's still here, though. I didn't put it in the list before because I'm not "currently working on" it, but I am actually. Next time I open it up I'm gonna add a couple hitboxes to the zombie and then see if I can get him to walk around.