somerandev
somerandev
making 3d platformer game (it hard 🥺)
91 posts
Desperately trying to finish and release a game.Current project: Teleport Man
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somerandev · 6 months ago
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Omg, the first ever picture-only devlog?? Crazy.
Anywho, it maaaay seem like I haven't done much, BUT I wrote Steam descriptions, got page prepped, website/email registered!! Bunch of small stuff I needed to get out of the way.
In terms of GAME PRRROGRESS, finished FOUR environments for demo:
Spooky Cabin
Club House
Forest
And the Underwater I've been mainly working off of.
17 days until Next Fest...
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somerandev · 6 months ago
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Added system for various decor objects like rocks and tall-grass (or seaweed for underwater world). Helps make the world look a little more alive! :D
Still need to give them proper particles upon destruction. Maybe make the seaweed float up a little when rekt below? 🤔
20 days until Next Fest...
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somerandev · 6 months ago
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Sorry for no posts for the past monthish! Got burnt out; shouldn't have given myself crazy artificial deadlines. 💀
Still shooting to release the roguelike demo for Next Fest! Made some pretty good progress, so let's return to daily devlogs!
21 days until Next Fest...
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somerandev · 7 months ago
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😎 Day 3.5 / 7 of Developing Steam Demo from Game Jam Game
bruh ive been so busy with non-gamedev stuff past couple days. no progress, very sadj. since it's snowing, im calling them snow days and they dont count cool? cool.
also fuck sharks, i like magic aesthetic so switching game's character to witch you cannot stop me (i told myself i would practice more with character modeling this year, so need an excuse to make more human models lol)
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somerandev · 7 months ago
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🕐 Day 3 / 7 of Developing Steam Demo from Game Jam Game
Kinda finished skill making system AND IT'S BOOTY.
It's confusing and clunky to navigate. But worst of all, it's boring and derivative. I can do better.
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somerandev · 7 months ago
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🪄 Day 2 / 7 of Developing Steam Demo from Game Jam Game
The features I want to finish by day 7 are:
Skill making system (from randomly found components in the dungeons)
Random passive ability pickups (+ various stat upgrades like HP or Shark Teeth UP)
Basic overworld traversal system
Was busy today, but got some progress on a skill-making menu. I like magic circles, so there's gonna be magic circles.
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somerandev · 8 months ago
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♻️ Day 1 / 7 of Developing Steam Demo from Game Jam Game
One of the core issues with Codfather was the fact all turns ran simultaneously, making it difficult to determine turn order + why certain attacks missed (AND caused TONS of painful, overlapping sound effects).
Today I developed a new system that plays turn animations separately... BUT only when entities interact. So normal movement is just as snappy and simultaneous, but during combat the game slows down and splits up actions for better visualization.
Similar to how Mystery Dungeon/other roguelikes work.
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somerandev · 8 months ago
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🤔 Day 0 / 7 of Developing Steam Demo from Game Jam Game
New year new me. My goal has been to make a Steam demo/page for Teleport Man and have it ready by Feburary Next Fest..... but development is going way too slow for that to happen. Ugh, I really wanted something on Steam by then.
I enjoy Codfather development, so let's see if I can finish + release it as a Steam game in 1 month.
I'll allot 1 week to make Steam demo I like. IF I hate it, I stop working on it immediately and don't look back. XD
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somerandev · 8 months ago
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🎀 Day 8 / 8 of Game Jam Dev for 🐠Codfather🐟
AAAND on final day I added sound effects, multiple enemy behaviors, & projectiles.
There's A LOT I wasn't able to do, but at least I have something that feels like a game. XD
You can play it here! https://itch.io/jam/haxejam-2024-winter-jam/rate/3211331
Stuff I couldn't do but I wanted to:
Wanted pickup-able skills to be randomly distributed around the levels, unfortunately, there's only a couple skills given depending on the species you choose.
Wanted there to be passive status bonuses you could gain from random items like in a Vampire-Slayer-like, but alas, no time..
I wasn't able to add stealth mechanics or traps.
Originally the game was supposed to have Oregon Trail mechanics, where you would only enter dungeons at certain points and would be traveling on a greater overworld, but the scale definitely needed to be reduced for just a week's worth of dev
Also there's a bug that makes the final level crash on browsers randomly, so I'm not even sure if the game is beatable. It might be if you get a small enough seed on the final level.
ANYWAY, go rate 5/5 stars so I can get free money and also go play the other game jam games too! Thanks and good day!
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somerandev · 8 months ago
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🐟 Day 7 / 8 of Game Jam Dev for 🐠Codfather🐟
OOOF was so focused I didn't post the final days 😩
Day 7 was spent making the tutorial area with:
preset map system that builds maps from basic images. Basically just used Aseprite as a map maker.
interactable objects like signs
some easy tutorial enemies.
Also finally implemented the rest of the UI.
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somerandev · 8 months ago
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🦈 Day 6 / 8 of Game Jam Dev for 🐠???🐟
Character creator set up!! Species dictates your default skill, and class dictates your base stats (unimplemented ;^_^) AND YES I KNOW WHALE SHARKS HAVE SPOTS I LOVE THEM BUT I DONT HAVE TIME IM SORRY
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somerandev · 8 months ago
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🪟 Day 5 / 8 of Game Jam Dev for 🐠???🐟
Running low on time (only 2 more full days), but we're getting there!
Created player model (shark)
Added skill selection + target system
Blood particles!
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somerandev · 8 months ago
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⚔️ Day 4 / 8 of Game Jam Dev for 🐠???🐟
UNFORTUNATELY due to unforeseen reasons (christmass), I was unable to make BEEEEEG progress, but I did do some stuff. Attack system + turn priority system. Faster enemies can move before you attack OR take your spot before you get to it. Resulting in the "Missed!" or "Blocked!" prompts.
This is an attempt to give the "speed" stat importance without slowing down the flow of the game by having turns occur individually.
I'm concerned players will have a hard time understanding why some things miss or why they get blocked, but I think it'll be up to the tutorial to explain. Also this example uses enemies moving in random patterns. Aggressive enemies will not attempt to escape from the player, so them "dodging" the player shouldn't be a common occurrence. This feature is mainly for one-shot fish that exist to be eaten by the player to restore health.
Oh yeah btw in this game you play as a shark. It is an aquatic rougelike after all.
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somerandev · 8 months ago
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⭐ Day 3 / 8 of Game Jam Dev for 🐠???🐟
Added: 1) Mini-map (uses ImageTexture.update) 2) Test enemies (tasty blue squares) 3) CRT shader (cause why not, it makes all games look less asss) 4) 2 Layer System The "2 Layer System" is the game's main gimmick: allowing entities to swap between moving above or below.
The idea is it adds variety to combat & movement. You can only attack enemies on the same layer, but maybe there'll be some projectiles or abilities that can attack from other layers. Perhaps swimming near the ground triggers traps, but swimming higher makes it easier for enemies to detect you. 🤔
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somerandev · 8 months ago
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🚶Day 2 / 8 of Game Jam Dev for 🐠???🐟
SCHMOVIN ROUND DA WORLD
(using the power of programming for the animations so I can just drop in a static player mesh later. it's a modular system that should be usable for enemies as well).
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somerandev · 8 months ago
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⭐ Day 1 / 8 of Game Jam Dev for 🐠???🐟
Taking a break from my daily game progress to participate in this year's winter HaxeJam! (Please do not join, I need to keep my competition to a minimal to ensure my victory).
Shooting for an aquatic rougelike to maximize my replayablity score. I have this very basic map generation working; it's just a simple noise algorithm based on a Godot FastNoiseLite resource.
I need a good gimmick, but not sure what to do yet. Can't really do platforming since you're going to play as a fish or something so hmmmm...
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somerandev · 8 months ago
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🪑 Day 70 of Game Dev for 🫱Teleport Man🫲
There are now 2 types of internal room gen:
Store-like generation with shelves in the middle
Room with random table + chairs (needs a bit more randomness tbh)
Future Goals:
Make the lights in the rooms random.
Make more textures and randomize them in each room.
Make 4 or 5 more room types. After that I can continue hehe
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