Everyone is going to an event this weekend AND I was able to take 2 days off of work. PERFECT opportunity to work on a project!!
I do wanna keep an eye on some of the itch.io jams that have interested me, but honestly right this second one of my older ideas is catching my attention.
The hard part? So far, I'm feeling like Godot is gonna be the best fit for it. And Godot is the engine that kept crashing due to my poorly made fish. It's not the engine's fault, but it does cause a bit of lack of confidence on my part.
But I'll never improve if I don't challenge myself! Plus, I can always pivot if it doesn't work out.
I just wanna make SOMETHING. Work really feels like it's closing in with how much they're gassing up AI literally every day. I need to make something to feel like I'm at least doing SOMETHING productive with my time.
To jam or not to jam, that is the question.
On the one hand, I've been enjoying being able to just develop when I have time. On the other, the structure of a game jam with its time limits and everything keeps me focused and gives me a definite finish line.
I have tomorrow off of work, so maybe I'll just play around with a few ideas and see which one I really gravitate to.
Also thank you to everyone who has checked out and downloaded the game!! I hope someone is out there running it on their lil emulation device.
Oh my god, we did it.
I actually ended up going through three whole game concepts before I landed on the final idea, but WE DID IT!
Shoutout to everyone who was cheering me on, especially those who stepped in to playtest for me.
I honestly had intended to take a small break and PLAY some games. Had my eye on a jam to join in like June, so great chance to get back into general research mode.
....And then we came up with a REALLY silly pitch in the work group chat that I just had to try making.
It even includes some local multiplayer, so I'll get to learn a bit of networking!
Check out the game page, or my itch.io, to play One Will Die Tonight, and I'll see y'all next check-in!
All the fish were load bearing
Every single iteration I built seemed fine right up until I tried editing something about the fish. Whether I was adding texture to the mesh, editing the node type or scripts, it all crashed the entire engine.
So the fish game will be put on the back burner. I WILL finish it, just not for this jam. For this jam, we're pivoting to PICO-8.
I'm gonna make something inspired by what's going on with my job. Really bank on that foreboding feeling of not knowing WHEN you're gonna get fired and turn it into a monster or spooky atmosphere.
I didn't count on collision being SO HARD to program in this engine but ya know what, it's teaching me applicable fundamentals for any project. So we keep trucking.
Well... how was I supposed to know the original script file for the fish was load bearing
I was attempting to figure out how to get the fish to move fairly randomly within a pre-defined space. Through trying out different ideas, I ended up deleting a script file I thought I would be okay to get rid of.
So bad news/good news: I have to rebuild the prototype from scratch. BUT that means I get to build it back a little bit better.
I was so upset I almost fully abandoned the project in favor of something with an even smaller scope. We're gonna keep trucking, though. Wish me luck.
Guys check out this fish

Sorry for being kinda slow on updates! I've been in tutorial bootcamp.
The good news is I am FAR more comfortable with the tools to build the game. The bad news is my cat landed on my glasses so I'm a lot slower this weekend then I would like to be since I can't see the screen too well.
I've got a decent graybox and at least a prototype of a fish. One step at a time, I guess!
I've watched tutorials, I've taken notes, I've written down ideas at my desk in office when I should have been working, and now it's time to force myself to DO something with that knowledge.
It's graybox time, y'all

Y'all.... I've done something ambitious.
I noticed a game jam themed around American Gothic on itch.io . I signed up.
I'm starting from basically 0, so it's not gonna be easy. But I mean... how better to take advantage of how my brain works than by forcing a timeline on myself? I spent last night drafting some ideas. I think I got one I feel pretty good about, both with the basic idea and with it being within scope. It also is a concept I've explored before: Lake Lanier! If you're from Georgia, you know this spooky lake. I used to go there for field trips every summer with my summer camp folks. Knowing what I do now, I'm surprised none of us got hurt or sick or found something we shouldn't've.
So far, I'm thinking ps1 graphics fishing game. The player will catch fish you can actually catch in Lake Lanier, and fill out a field notes journal for that collect-em-all feel. The ambitious part is I THINK I want the camera to go under the water with the lure so you can see what's going on. This is where we'll get our story beats. I wanna have discoverable parts of the town down there for the player to slowly see as they keep exploring, looking for good fishing spots. Maybe I'll pepper a few clues around the shore, too. Who knows! It's all theoretical! But hey, that's step one!
Hi! I'm finally getting some actual content on here, huh? It's not super exciting yet, but I'm proud of what I've done so far.
I've started to get some of the accounts all set up, like itch.io . If you're visiting me from there, hello! But also how did you find me, I haven't posted anything lol
I have a few ideas already written in a game idea journal. Two of which are definitely WAY bigger in scope than I would currently be able to handle. One, though, I think I could do. It's ambitious, but I'm hoping my general coding experience will help me through the rough spots.