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3
Projects
26
Devlogs
23
Votes
2
Ships

Coding Time

All Time: 83h 49m
Today: 0h 0m

Member Since

June 17, 2025

Badges

1
🚢
Maiden Voyage
you shipped your first project! the journey begins...

Projects

3
🚀
0 devlogs 10 days ago
Surge

Surge

Shipped
20 devlogs about 1 month ago
YouToolBox

YouToolBox

Shipped
3 devlogs about 2 months ago

Activity

Kushagra
Kushagra created a project
9d ago

this project only tracks time!!

this is not a real proejct for som!!!!!! Its just tracking time for jumpstart since i have multiple hackatime projects

0 devlogs 0 followers
Kushagra
Kushagra worked on a deleted project
2h 8m 17 days ago

We have simple procedural generation now

Kushagra
Kushagra worked on a deleted project
1h 39m 18 days ago

i added a signboard! THis was more difficult than I thought for no real reason. The game doesn't feel or look(completely) like ass, which is a massive improvement over almost every other game I've made. I also decided I don't want procedural dungeon generation in the normal(?) way, where you traverse through a dungeon which is already generated. I want every room to be generated when you go through a door, and I want it to be different everytime. I doubt this is a novel idea, but it seems interesting.

Kushagra
Kushagra worked on a deleted project
2h 38m 19 days ago

I forgot to make a project!
I added some sound effects and background music, a main menu, credits menu, and(copied) a super cool crt shader. It looks cool. I want to make a few types of rooms now and add procedural generation

Final try to get the last hours to count before I ship!

Update attachment

(its not submitting the last hours idk why so here, have an image of the cancelled Tier 3 agricultural extractor)
Also you can play this at: https://codeos99.itch.io/surge
I need to add a guide there, since I myself forget some controls sometimes 😭

Update attachment
Kushagra
Kushagra worked on Surge
3h 7m 24 days ago

(the devlog didn;t go through again)
This is the final devlog before the first ship. I almost had a heart attack submitting it for SoM Jam. ( The attachment has an older video, the newer one has the bugs fixed). I added a lot of things in these 4 hours. I still didn't manage to add sound or game juice though, so the game feels like ass. At least the art that I didn't make looks amazing.

Kushagra
Kushagra worked on Surge
1h 47m 25 days ago

I decided to scrap the agricultural extractors. They were kind of repetitive. Also, I really did nothing w/foraging, so, I decided to solve two birds with one stone, and have foraging drop items. You now have foraging points, which increase your chance of getting wood, and allow you to obtain stuff like wheat, potato, and carrots. I added a little dropped below the player, where you can drop these consumeables to eat them. Also, I added three bars, health, stamina, and hunger. I almost gave up, but the sunk cost fallacy finally allowed me to get all of these features working. The attachment for this really doesn't show how much I added. Not to mention the bug fixes.

Kushagra
Kushagra worked on Surge
2h 54m 25 days ago

I added mineral extractors and fixed a lot of bugs. A LOT of bugs. There are 3 tiers which unlock extraction of a new one at each subsequent one. In the demo vid, i have only shown the first tier since I don't want to record a 10 minute long lets-play of my game. I only need some minimal progression now, and sounds, and food extractors. And game juice. I'm going to add the progression and food extractors now, and hopefully some sound and game juice tomorrow.

Kushagra
Kushagra worked on Surge
2h 24m 25 days ago

I mainly did bug fixes this whole time, so there's not a lot of changes to show. The only systems remaining are the collectors and the actual progression. Then, only sounds and some game juice. I really hope I can finish all of it by tomorrow.

I added procedural spawning of enemies in waves. Each enter and exit from the soulyard is considered as a wave. For completion of 20 hours, I made a complete demo of the game in its current state! I also realized that it will be super difficult to hit the enemies, even with the state. So, I also added a backward rebound everytime an enemy attacks and also given them a collision shape to prevent collision with each other.

Kushagra
Kushagra worked on Surge
1h 29m 26 days ago

I completed the three enemies and gave them a dazed state after attacking so that the player can attack them(w/a sword which i have not added yet)

Kushagra
Kushagra worked on Surge
1h 51m 28 days ago

I added a soulyard, and a skeleton enemy. This took wayy longer than it should have, but at least, I have something of a game now(well, not really)
Tomorrow I want to add a goblin enemy, a zombie enemy and procedural spawning of waves of these enemies every time the player enters the soulyard.
Then, finally, the day after tomorrow, I want to add resource collectors. Basically, you can't mine or grow crops yourself, you need to use resource gatherers. They just sort of sit around and make stuff, and upgrade in a set amount of time, and faster if you feed them materials. This is there half to combat the little time I have remaining, and half because I felt because its a cool idea.
Then, I want to just add some progression and a sword. Basically, you gather stones and break trees and then you get wood and you combine those to get a generator, etc.
Finally, I want to polish it and add some sounds the next day.
This will exhaust my time! Its kind of far-fetched and I will def have to cut some corners, but at least its partly possible.

I added a day-night cycle and a transition effect. Of course its sped up by a lot, the actual day-night cycle will be longer.
The story is something like you're freeing your soul and saving yourself from death by collecting other creatures' souls. The soul collector is a bit sadistic, so he sets you on an island w/no resources, and you must gather to fight the souls. I know, super original.

Kushagra
Kushagra worked on Surge
1h 29m 30 days ago

I added a custom cursor, and it was the best use of 5 minutes that I had ever done. Its looks amazing. A less complex feature which I added(/s) was a building features. This included the inclusion of a new slot and forgetting how to style panel containers(even though I did this just yesterday but I still spent a few minutes figuring how to style it). It was a lot less complex than I thought it would be, but I'm really happy with how it turned out.

I made the inventory a whole lot better and with more features. Now, there is a better crafting system, a better checking system, and better code! Its amazing.

made a crafting system+better movement its late i need to sleep

(writing this for the second time since i accidentally closed the tab while it was still uploading)
the dropping and picking up works now. This was a pain to implement, but at least now I have most of the main things which I need to actually start working on the... actual game. The one that's due in 8 days.

I got a simple inventory working! It wasn't as difficult as I thought. Its kind of a bit weird since I followed some stupid naming schemes but whatever. I want to add some armor, weapon, tool, and, maybe, accessory slots next.
Oh wait, just realised I need to add dropping too 😭

Finally added tree chopping! This took forever, and I'm not really sure why. I tried adding collision detection to the tree, but that didn't work, so after trying for way too much time, I tried to add the collision detection to the player itself, and it worked.

I GOT THE TREES WORKING! There's probably a muchhh better way to do this than whatever I did. Honestly, I'm not even sure why the tree spawning works now, but it does. For some reason, if I set the TileMapLayer's(The one which has the tree scene-tile) tile size y from 16 to 32, then back again to 16, it will make the trees spawn from back-to-front. Its super jank, but it works and I don't have much time 😭 This game's due on the 21st and I barely have some kind of world generating right now. There's also a bit of a delay in the beginning while loading, but that's hardly a problem for now.

I tried to add tree spawning but... uhh... it doesn't work at all.

I have some sort of procedural world generation now. It kind of sucks, but its good enough for now.

Got a basic player working, with walking and running.

Kushagra
Kushagra created a project
39d ago

Surge

Surge is a survival, roguelike game made for the Summer of Making Game Jam, on the theme Wave.

Surge
20 devlogs 0 followers Shipped

(Repost of devlog #3 since idk what happened to it)
The project is now complete, featuring three tabs! The Code Sandbox tab was replaced by the quick settings tab, since if someone wants to run some js code, they can run it in the console anyway. Moreover, I added some final finishing touches and fixed some bugs, and now the project is ready.

Added a functioning menu with a note taking tab, and a calculator tab, both fully working.

I made a button and a div beside it which allows both of them to move simultaneously. The next course of action would be to add the menu itself.

Kushagra
Kushagra created a project
54d ago

YouToolBox

YouToolBox is a userscript which provides multiple utilities for youtube.

YouToolBox
3 devlogs 0 followers Shipped
Kushagra
Kushagra joined Summer of Making
58d ago

This was widely regarded as a great move by everyone.