devlog entry #11

2025-Jun-16, Monday 10:52
v3launchunit: a pixel-art portrait of myself, with a neutral expression. (calm)

i have a basic level completion system set up now.

(still need to do save progression and status carryover, but eh)


devlog entry #10

2024-Nov-25, Monday 21:58
v3launchunit: a pixel-art portrait of myself, slumped over and eyes crossed out. (dead)

been slowly hacking away at my game. most recent work was adding a few things to help with setting up logic systems and whatnot.










does anyone actually read these?

devlog entry #9

2024-Nov-15, Friday 12:34
v3launchunit: a pixel-art portrait of myself. my eyes shut tightly, as if in pain. (flinch)
started work on another new weapon because i am incapable of focusing on a task
v3launchunit: a pixel-art portrait of myself, with my eyes closed. (think)

haven't gotten all that much work done on the game. mostly because factorio space age came out.

oh well, my factory's doing good ¯\_(ツ)_/¯

devlog entry #8

2024-Oct-23, Wednesday 21:27
v3launchunit: a pixel-art portrait of myself, with a neutral expression. (calm)
randomly decided to add a new weapon to my game (well two weapons but not really)

that weapon being the akimbo winchesters from dusk but loaded with slugs instead

because one terminator 2 flip-cock capable weapon was simply not enough

devlog entry #7

2024-Oct-18, Friday 14:36
v3launchunit: a pixel-art portrait of myself, with a neutral expression. (calm)

more work on my game, mostly on e1m4 (along with the typical miscellaneous random stuff)



speaking of, i actually feel like i have e1m4's layout in a state that could be reasonably called "mostly finished"!

still need to add secrets and more enemies, though



...



and quickly, before space age releases in three days and i never do anything productive ever again

devlog entry #6

2024-Oct-13, Sunday 19:35
v3launchunit: a pixel-art portrait of myself, with my eyes closed. (closed-eye)

work has been slow and inconsistent as usual, not helped by me finally noticing that oneshot world machine edition was out and also finally getting around to playing both doom 2 and myhouse.wad, not to mention College™.

i did get *some* work done, don't get me wrong -- i've set up stuff for some of the powerups -- but adhd is adhd and i'm not exactly the fastest dev in the west.

anyway, i did some work on powerups, mostly logic. the logic isn't too complicated, most of it is just "add value to timer when you pick up the thing, and then when something happens that the powerup is relevant to, check if the powerup timer is above zero, and if it is, do the thing the powerup does." the fast fire powerup is the most complicated so far, since i want it to be stackable, but oh well ¯\_(ツ)_/¯



...



eight days until factorio space age releases and utterly annihilates the last remaining shreds of my productivity.

devlog entry #5

2024-Oct-07, Monday 07:35
v3launchunit: a pixel-art portrait of myself, eyes closed in a happy expression. (happy)

finally got around to figuring out how model point classes work with trenchbroom and funcgodot! also reorganized a bunch of files and started work on a new level.




also also threw together a quick barebones title screen

devlog entry #4

2024-Oct-05, Saturday 16:20
v3launchunit: a pixel-art portrait of myself, with a neutral expression. (calm)

today, i implemented basic level completion and transition mechanics.
it was suprisingly difficult.

i still haven't implemented any mechanism to actually carry things like health/weapons/etc between levels, but that'll happen eventually.

devlog entry #3

2024-Oct-01, Tuesday 15:03
v3launchunit: a pixel-art portrait of myself, with a neutral expression. (calm)

today on v's devlog...
a screenshot of a godot scene featuring three turrets and two pinkertons in a debug area.
turrets! in two different flavors!
in the front are actual, dedicated turret enemies, with their own (semi-)custom logic, and in the back are a pair of pinkertons (the game's "omnipresent cannon fodder" type enemy, a la doom's imps or dusk's mages), configured to stand still instead of pursuing the player.

not a devlog entry #a

2024-Sep-25, Wednesday 20:27
v3launchunit: a pixel-art portrait of myself. my eyes shut tightly, as if in pain. (flinch)

spent most of this afternoon installing and setting up linux on my actual hard drive

it's been tough, but definitely preferable to having to put up with w*ndows for even a minute longer

devlog entry #2

2024-Sep-20, Friday 21:22
v3launchunit: a pixel-art portrait of myself, with my eyes closed. (thinking)

confessedly, i haven't done too much work on this project, but hey. college ¯\_(ツ)_/¯
of the work i *did* do, most of it was on a level. this level. e1m3.

anyway, here's a pic of the trash spawner in action.

a screenshot of a godot scene featuring pile of trash in an alleyway.


what's this machine do? the world may never know~

a screenshot of a room, focused on some sort of abstract machine.


spooky basement jumpscare

a screenshot of a path down into a foggy, unlit basement.



i need to make more concrete materials, don't i

devlog entry #1

2024-Sep-15, Sunday 19:55
v3launchunit: a pixel-art portrait of myself, with a neutral expression. (calm)

today i spent working on this here trash generator brush thingy.

i still need to make more random props to put into the trash, but i figure i'll manage to do that over time as i model props for the game in general.

a screenshot of the godot editor, showing an irregularly-shaped and vaguely trash-colored polyhedron with miscellaneous props sticking out from it at odd angles.

maybe this is a weird first entry for a devlog, but hey. i needed to start somewhere ¯\_(ツ)_/¯

intro

2024-Sep-14, Saturday 11:12
v3launchunit: a pixel-art portrait of myself, eyes closed in a happy expression. (happy)

hello!

you can call me v. i'm here from cohost, though i'm thinking that i might like to use this place as a dedicated spot for me to put a devblog for the game i've been working on.

speaking of...

for some time now, i've been working on making a quake/dusk-inspired fps game in the godot engine[1]. so far, i've made most of the weapons, a handful of enemies, a couple of levels, and some basic ui things. i still need to figure out how the hell to do stair stepping in godot that isn't janky as all hell, though.

hope you enjoy!


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