the fun side

a little blog about video games and art.

Game Dev

Where I post about games I'm making.

Ah, the best laid plans... ...Mine, specifically.

I haven't really talked about it anywhere, but back in October, I got mysteriously ill. I went to the doctor and he just shrugged and made a noncommittal noise and was like, "that's weird but you're probably fine." (I'm not though.) I had been having some sort of weird anxiety attacks (I think partially hormonal) and my blood pressure was super high, and I think it was spurred on by some other weird health problem I'd been having. As these things go, I kept getting sick (a bunch of weird episodes and then a cold and then more weird episodes maybe brought on by the cold?), but I think I'm mostly recovered now. I'm back up to at least 80%.

I had thought that being stuck in bed for a week would make it easier to work on the game jam, but it turns out, I couldn't even properly look at a computer screen for like, a whole week, which meant I couldn't do my work, so I spent the next week of FYG jam catching up on work. TT_TT That's not to say I haven't worked on my game at all. I don't think the progress I've made can be called impressive by any means, but in true Sydney fashion, I've spent some hours doing a bunch of nitpicky work to make stuff run "just so."

When I started it last year, I had thought that I would make something like a short visual novel with pretty limited mechanics game-wise, but somewhere along the way, I lost my damn mind and thought, "what if I made the game bits more fun? more aesthetically pleasing? more like other cool games that I have played and enjoyed?" Unfortunately, I guess I committed to this train of thought because that's what I spent the whole jam doing and I guess that's what this game is now.

In the 20 or so days I had to work on Nana Soup last year, it was more of a regular shop sim, where the inventory in your store could be used to make recipes to give directly to customers. The recipes were all set in stone and could not be improvised (except if you had certain items, like a cure-all that would basically be a one-time instant success). However, my initial vision had been that you could swap in other ingredients if you didn't have enough of the correct ones, but I wasn't quite sure how to implement that without coding in a complex system for substitutions (or a very shallow one that may not really feel good as a player).

Eurie sits at a counter in his shop. there's a placeholder image of a child in the foreground. Text boxes on either side show the items currently inthe shop's inventory, the recipes requested in an order, and the ingredients needed for a certain recipe.
A crude drawing of a clay pot. Below are a bunch of placeholder diamonds representing various ingredients. As they are dragged and dropped into the pot, a pie chart at the top of the screen reflects the composition of properties.

The old and new recipe screens. there's some UI missing from the second one still.
Graphics still unfinished in general.
The idea I had earlier this year--which I began picking away at on a whim, not really sure if I would commit to it--is what I've been working on for the past few days, where each ingredient has certain properties, and you must combine ingredients with the correct properties to make recipes. So instead of saying you need 3 aloe, 2 cotton, and 4 sugar, I would say the end result needs to be a soothing, sweet, soaked cotton ball, which could be made by combining any ingredients with those properties (though some would work better than others). The system is pretty simple. It just takes the top 3 properties of the ingredients you've combined and judges how closely you've come to the requested item. Well, it's a little more complex than that, but not very...

The other thing I've been doing was learning about source control. I can't decide whether I really like it or not. I was doing it myself manually before by leaving large sections of commented out code (which is a pain to do in python by the way since there are no multi-line comments) or saving multiple files like "fruitwheel.gd," "fruitwheel2.gd," or "fruitwheel2b.gd" with comments at the top of changes, bugs, and to do lists, which is honestly not that far off from how something like git works, except that I had to revert any changes manually and it's more difficult to compare files. I do honestly like that feature of git--the ability to compare files--and theoretically, if I ever used my other machine to develop games as well (or had other people I worked with), the online repository would be really useful, but I'm... a little unimpressed, I guess. Haha.

I don't know if it's just because sourcetree (the GUI i'm using with git) is not very good at visualizing things or I just don't understand how it really works, but I've been having issues with branching and reverting changes and also not accidentally overwriting my entire repository with the thing I didn't want to do that with. But perhaps I'll improve with time...

Anyways, I think I'll try to finish my most recent commission quickly to give myself a nice long holiday this year and see if I can make some good progress on my game (and hopefully not get sick). See you on the other side!

Stay fresh!
A sketch of a lizard person dressed like a cowboy, notching an arrow on her bow, and riding a horse.
Also look at my newest dnd character. She's a lizardfolk cowboy ranger.
I haven't played her yet, but I love her already.

As some of you may know, I started working on a little game last year [tentatively] called Nana Soup.

The cover for Nana Soup. A round pot of soup with carrots, potatoes, a large leek, and the head of a fish. It sits on a pale green background. Fire laps at the bottom of the pot. 'Nana' is written above in a bold font in an arch, mimicking the rounded edge of the soup pot. 'Soup' is written on the side of the soup pot in the same bold font. The cover I made for Nana Soup last year. Unfortunately, it may have to change if I decide to change the title...

It actually started out as the prototype for a really ambitious project I've called Anachronic (working title), but when "Finish Your Game" Jam (FYGJ) came around last year, I thought I'd simplify the concept and make a much shorter game. I thought I'd do that, and yet here we are. lol

Leaf Litter

- Posted in Game Dev by - Comments

Heyo!

A gif about 10 seconds long of a pleasant fall scene of a forest. Leaves constantly fall from the top of the screen into a large pile that's being pushed around enthusiastically by a little green dragon. It runs off of one side of the screen and appears in the pile of leaves on the other and jumps up and down, throwing leaves across the screen and smoothing out the pile into an even layer only to push them back into a pile again.

It's fall! Go jump in a nice crunchy pile of leaves for me!

There aren't any big trees in my neighborhood. ):

I've been on somewhat of a gamedev hiatus--just busy with work and social stuff-- but when I saw Toy Jam, I knew I had to jump into it. It's a jam where the aim is not to make a "game" but a "toy" (distinguished in the jam's statement as something with no win or loss state).

The cover image for Leaf Litter. A stylized scene of fall trees in a forest, rendered flatly as if they were cut from paper. Brightly colored red, orange, and yellow leaves litter the ground. Floating in the center is a little, round, green dragon sitting with its back to the camera, peeking over its shoulder. In bold black letters is reads 'Leaf Litter'.
You can go check it out here on my itch. It's for download windows but is also playable in your web browser as long as you have a keyboard or controller!


It's been a long time since I made something small and fun just because I wanted to. Also the first time I've really completed one of my little toys in Godot engine. I have a few others in the works, but keep putting them down for various reasons. My old code doodling program of choice was Processing (which I've been meaning to get back into, as a matter of fact). I have quite a few little interactive doodles trapped in some old code that I'll maybe port over one day...

I'm hoping to get around to finishing the animations for this little toy some time soon (but I've already spent too much time on it this week). Aside from that, I have a couple other little features in mind that I think would be cute, but I won't mention them here and curse you guys with thoughts of what could've been in the (admittedly likely) case that I don't finish them. >_>;

Anyways, I'll probably see y'all again soon, since I think Finish Your Game Jam is likely ready to jumpscare me around any corner. Maybe I'll make some good progress on Nana Soup (title pending) this year.

Stay fresh!