Friedrich Hanisch's Dev Log
PLAN
- I write this log entry while on my way to the bpb board game jam. Usually the bpb jams attracts people from various fields and backgrounds, but this time the jam's Discord is full of experts in the board game field. Which means this weekend I'm pretty much the noob and 'outsider'.
SEEN
- I watched a dev log of Evan Todd's current game project, about how blue noise made his game feel more "alive". The most interesting part to me is that Todd is making a new game. I was quite amazed by Lemma back then (though it was too hard for me to finish it), and backed the Kickstarter of his second game, which unfortunately didn't work out. Apparently he now uses Godot instead of his own engine.
- A short article about the Github monopoly and about contributing to open source projects, from the perspective of a teacher.
- Maybe I'm easy to amuse, but I chuckled when I watched this video about Street Fighter II, and how they fixed a typo shortly before release - back when fixing typos inside graphics assets was not easy at all.
DONE
- We released version 0.4.4 of the Mops & Mobs demo. We wanted to have it ready for the Steam Detective Fest, so it includes the new decoration mode functionalities and the new detective-like quest where the player has to take notes (gasp). Unfortunately we were not allowed to include the game in the Steam Fest, but we uploaded the demo nonetheless. Finally there's also a dedicated Steam page for it, so if you are inclined to write a few words about it, you can now leave a review.
- I started a simple experiment to recreate bloed in Godot. Well, it won't have the same amount of features in the near or far future, but I'd like to have something where I can very quickly build (and edit) small minimalistic bloxel levels in my preferred workflow. Right now I don't even plan to support different bloxel types, and different textures would be a big nice-to-have. Optimization is also not a concern for now. Instead I just try to get comfortable with extending the Godot editor via GDScript, and maybe make a low effort game with it just for testing the editor. Some day I also might look into GDExtensions.