June 30, 2025
I added a separate Python file that runs 24/7 and starts whenever my computer boots up. Whenever I press CTRL+shift+q, a random quote pops up and brings my screen into focus mode. I spent way too long getting all my Pinterest motivation in there. But anyways, it's something that's genuinely useful to me :D
I added a progress bar that sits at the bottom of the screen with JS and CSS. Also added two other placeholder html files that will have more use if I have time to make backend. I also changed the CSS files so that the fonts are pre-loaded so the page doesn't glitch out when you try to switch between pages.
I re-formatted the padding around the navbar and the timer - also increased the timer size so it's more readable. I also changed the project name and the color scheme so that it looks more chill. I'll add timer functionality tomorrow. And I also got two fonts from Google Fonts :)
I wanted to make a gambling productivity software, so here we are. This project is intended for me to play around with front-end (because I lwk forgot the entirety of my HTML/CSS knowledge) and to also start to solidify the foundations of what I want to develop this into in the future. In this devlog, I've started with a basic CSS and HTML file - made the navbar, timer, and buttons. I'll pull something cool from Google Fonts soon.
Nice game! I would suggest making the camera a bit more zoomed out as it was hard to find the path & box. Overall good work :D
I fixed the pickup box functionality and also created a maze in the TileMap for the player. The base game is pretty much done now, with a TileMap to navigate and a package for the player to lug around. I guess they could also choose to fling it?
I got player movement working and I'm now trying to make it so that the player can pick up the box because it gets stuck in corners. It's also pushable by the player as a CharacterBody2D (when it was a RigidBody it got flung out of the map like every time).
I got a tileset and sprite sheets from itch.io and I'm now designing the map and also importing the sprite sheets into Godot. The Git repo is hooked up to my project files now as well. I need to finish importing the sprites and after that, I need to figure out how to make it function as this is my first top-down game in Godot (or ever? hmm).
lug a package around the world
I've finished drawing the assets - all the expressions of the character the player will interact with. Also, I lied. I'm not going to attach the timelapse because it might be a bit long. Anyways, I'm going to make the background later. I have the assets formatted properly in Renpy for now as well ;]
I've set up Renpy and started with the writing the dialogue. I've also finished brainstorming most of the storyline (the main parts, at least) in Obsidian. Now, I'm drawing the assets for the player's friend in Procreate. I'll attach the timelapse to the next devlog once I'm done.
I finally got the basement model working properly in Godot. I had to unwrap the UV project in Blender to fix all the weird textures of the walls, so that took a while. Now I'm gonna fix up the ambience/environment in Godot for a bit, and then I'll start with the CSG boxes.
I was wondering why my Hackatime wasn't updating for this project (I forgot to add the two Blender files I'd worked on). Whoops. Anyways, the game's main theme in Ableton should be attached below. Now, I'm finalizing the basement in Blender to export & then import into Godot. After that, I'll use CSG boxes to model the actual platforming in Godot, and then I'll add textures later.
I created (most of?) the main theme for the game in Ableton. During my flights, I worked on making the basement map in Blender (most of which wasn't tracked by Hackatime, unfortunately), working with the pre-downloaded PolyHaven asset library I got and added to Blender. I used the modular industrial pipes to add to the ambience.
Starting off! It's my first time using the Godot 3D level builder, so I'm getting to learn about grid textures and using CSG boxes to build the level. I've done one other 3D Godot project, but it was more about using models than CSG boxes to design a level. So yeah, working on that now!
Here's a list of the last bugs/components that I attacked/wanted to add to the game :D
[x] the amount of arrows don't increase
[x] dialogue audio
[x] game over sound
[x] intro whoosh sound
[x] chill dialogue music
Spent the last few fixing a lot of the bugs that have sprung up while playtesting. Here's the list:
I also made it so that lobby music continues in the track_menu, and there's also pauses in dialogue to make it feel more real.
Lwk forgot to devlog again. Here's a list of the things I've gotten done / debugged from my dev notes in Obsidian:
Last thing I'm working on is adding an encouragement message :D
I've mostly been debugging. I drew the intro cutscene animation in Procreate, track menu buttons, and a new game over screen. I also fixed the broken flash/zoom effect in the intro gameplay, as well as the game over screen rerouting.
Help. I was going to add other components today, but I've spent most of my time trying to debug some problems that came up - instead of the game over screen showing when you run out of strikes, it transitions to a dark gray screen. And the flashing on the intro gameplay stopped working. I'm debugging that now still...
Okay, I made the strikes work! So if you miss an arrow or click a wrong one, you lose a strike. If you lose all five you get the game over screen, and then you go back to the track_menu.tscn scene :] Also made it so that the game keeps looping and increases in speed and # of arrows as time goes on. Gonna build it with butler to itch now.
Yippee! Finished cleaning up the workflow as well as all the code. Also instead of the default orange, the game flashes upon correct user input with the same color as the music track's name :D Working on adding strikes now.
I've cleaned up most of the workflow and I'm gonna move forward with the ideas that I currently have to make the current game better. Right now, I'm fixing some audio - the green audio is too quiet, and you can't hear the bass in the purple right now. I've attached the current green audio to this devlog :v
I want to make more progress, but I can't because my workflow is still burning my eyes. I cleaned up the file system and organized scenes and scripts into their respective folders. I cleaned up and added comments to parallaxbackground.gd and mainmenu.gd as well. I'm going to do that for the rest of the game before continuing.
Oops, forgot to log more. For the gameplay, I added a current score that stacks until you mess up, and then it resets. The highscore is saved.
There are instructions that fade in on the first gameplay, too. Also, when you press an arrow correctly, there's a flash of colour and the screen zooms in briefly.
And I fixed the problem of the scene and dialogue rerouting to random stuff (that took like WAY too long).
The parallax cam was also bugging, but that was fixed by deleting the extra Camera2D.
I'm gonna clean up the workflow next because my eyes are burning.
Made the tutorial gameplay functional - normal speed music, press the arrow keys to progress. Made six music chunks in Ableton that'll be randomised. And lobby music :v
I got the dialogue boxes to work. It looks like it's typing, and you click to progress through the chats. If you double click, you can skip them, too!
Kinda forgot to make devlogs. Anyways!
I drew the main player, the background, and various other assets in Procreate. I also added parallax scrolling and a paint streak transition between scenes :D
be the better employee and make the best performance! a rhythm game where your rank increases the better your high score is.
I'm not sure how many times I've fallen asleep while making this. Anyway, I added background wave sfx as well as music I made in Ableton. There's a pop sound for the pressure points, a coin sound when souls are collected, and a sound for pressing buttons in general. Now I'm just debugging small errors :]
verdict: a game where you chill in a bedroom (that i spent way too much time tryna model) and occasionally hop on your computer to test your luck in declaring people guilty or not guilty and getting dolla dolla if you are correct (and subsequently losing dolla dolla for incorrect answers)
Completed! The program now works by putting in tasks of certain difficulty, and it will reward you with EXP based on the difficulty of such tasks. Username change functionality is also fixed now :)
Starting my C++ journey! Setting up basic functions now and still fixing up the read file functions to save player stats :>
My first ever C++ project, the start of realizing my goal to "gamify life" :D
This was widely regarded as a great move by everyone.