refactored projectile script into a projectile and movement component
made a homing projectile script
modified weapon / weapon stats so that it automatically adds a movement component of your choosing
added a custom option in the freeze frame manager
player can no longer activate super if they;re dead
gameplay and visuals for super still need a lot of work but most of what i was planning is there+42-6▶
a+13-22▶
stuff+68-14▶
moving projectile movement to a component so that i can replace projectiles movement capabilities on the fly+247-171▶
ui changes+141-28▶
super stuff+105-1▶
3hr 6min●2:27 PM10/27/25
added a flash of inverted colours to the freeze frames
changed how freeze frames work (adds to a timer rather than just freeze on or off)
freezes are longer now
started work on super, something that I'm hoping will fill a gap I feel my game has but idk
super bar and value that goes up when scoring points and goes down over time
big sign when super is ready
super stuff+42-6▶
making a super system+77-26▶
white flashes when stuff happens+20-2▶
2hr 9min●12:38 PM10/26/25
made all UI navigable using just keyboard or controller
settings scroll thing
backgrounds of some things more visible
scrollable leaderboard
script that makes sure that you always have something focused ( if it can find a button to focus on)
dither shader for smoother gradients and a general cool effect (dunno if i'll keep this cause it make some ui elements and text blurry)
dither+110-3▶
i think all of the in game ui is now easily navigable+42-11▶
working on making all UI compatible with a contoller+270-164▶
1hr 29min●2:52 PM10/25/25
SINCE THE LAST DEVLOG:
remove continue or end game options from the intermission menu
tweak laser health for better game feel
tweak damage of weapons for better game feel
fix bugs with spawning and rounds
fix stacking modifiers not adding score
add heart beat sound and animation for laser enemy
if in game over screen for long enough return to main menu
fix music restarting whenever player takes damage or shooting enemy on web
change thing+3-3▶
heartbeat animation on the laser and some bug fixes ig+150-8▶
fix issues+38-91▶
38min●12:05 PM10/25/25
game over flow done (except for a point where it crashes)
stuff+56-38▶
2hr 12min●2:21 PM10/23/25
today I (mostly) got the rest of the new game over flow working.
made a thing so I can have multiple of the revolving text inputs
added a submit button that shows up after a while or if you highlight the last letter in the name input
ported over my leaderboard stuff from the win screen to show up here
added some more animations
yeah
menu flow works now+110-4▶
leaderboarding+524-40▶
adding the letter stuff i did yesterday to the game over scene+250-60▶
2hr 24min●1:56 PM10/22/25
made a revolving charcter select component so when we're at the arcade people will be able to select a name for themselves for the leaderboard
made the score animation smoother looking
made the animation invert the colours at the end (for the cool factor haha)
revolving character thing+455▶
invert thing+125-3▶
working on game over stuff+94-38▶
3hr 4min●3:28 PM10/21/25
Today I started work on the new game over sequence,
first I needed to fix a problem where if i ran a scene directly the game would crash because settings values weren't initialized so i did that and then I started work on the new game over screen.
My vision for this was there would be a growing animated number that's exponentially quickly increasing until a big crash and some cool animation would play but all I have right now is a bunch of sounds and particles with the animating text. tomorrow I'll probably work on getting the other animations and polish and stuff but idk we'll see
more particles and stuff+61-5▶
game over stuff ya+345-33▶
new game over stuff+62▶
2hr 17min●1:03 PM10/20/25
fixed the master audio slider in settings
made the number of enemies added per round proportional to the modifier
doppel now can be shot
doppel makes creepy sounds ambiently when alive
game over screen now moves back to main menu after 15 seconds
laser enemy is slower
less enemies from the beginning now
if the next round is a normal fighting round then it can continue at 10 enemies left but if the next round is an intermission then all enemies have to be killed to continue
player projectiles look slightly different now
smiler enemy screams when killed now
stuff+38-7▶
doppel now makes weird ambient sounds every now and again, the ammount of enemies increased each intermission is now based on the modifier you picked,+143-12▶
a bunch of changes, bug fixes, removing prints, making the doppel able to be shot+184-185▶
2min●10:42 AM10/19/25
modified some of the game dynamics
made the hand enemy flock with other hand enemies
make some enemies larger, deal more damage and have much more health so there's some change of pace with some enemies
make the round continue when there's like 10 enemies left
fixed a bug where there were more rounds between intermission
made the shotgun style weapon shoot at even distances rather than randomly within a range and made it shoot faster
2hr 16min●10:26 AM10/19/25
modified some of the game dynamics
made the hand enemy flock with other hand enemies
make some enemies larger, deal more damage and have much more health so there's some change of pace with some enemies
make the round continue when there's like 10 enemies left
fixed a bug where there were more rounds between intermission
made the shotgun style weapon shoot at even distances rather than randomly within a range and made it shoot faster
flocking mechanics, remove upgrades, allow round to continue when there's 10 people are alive+305-141▶
3hr 39min●12:40 PM10/18/25
got rid of most of my sound effects and sound effect code and replaced it with nicer sounds and systems
made & found better sound effects
player projectiles are big now
lots more enemies with much lower health so the player can mow through them
more screenshake
player effect when moving
a+39-2▶
gamefeel stuff+81-33▶
warning sound when enemies spawn and explosion when player dies+71-10▶
changing how sound works to make it less laggy sounding cause i was getting complaints about that+549-265▶
2hr 20min●12:13 PM10/17/25
turned the jetstream into a gradient
added a timer to each of the points in the jetstream line2d and made them expire after a set time
max distance too
made a particle effect for when you kill enemies
worked on moving upgrades to components but am currently unsuccessful
moving homing to a component+66-43▶
enemy death particles+193-15▶
2hr 21min●12:20 PM10/16/25
added a new health bar finally with a cool white thing that shows how much health you've lost when you get hit
made the jetstream rotate with the player
made the jetstream follow the same speed as the background starfield thing
stuff+242-143▶
healthbar stuff+178-1▶
11:51 AM10/15/25
combined upgrade and downgrade screen into one, instead of you waiting ages to get to an upgrade screen there's just always an option for an upgrade and two options for downgrades
added freeze frames
made the win screen visually ok with the global overlay
1hr 55min●11:49 AM10/15/25
combined upgrade and downgrade screen into one, instead of you waiting ages to get to an upgrade screen there's just always an option for an upgrade and two options for downgrades
added freeze frames
made the win screen visually ok with the global overlay
add a filter to the background of the win screen+62-1▶
disable filter overlay when in the win screen+5-2▶
freeze frames+96-24▶
2hr 4min●12:51 PM10/14/25
made an upgrade system with a cool shader background
made it work
made a homing bullet thing for it
made a heal between rounds thing for it
commit caus ei'm tired+16-2▶
stuff+30-16▶
working on upgrades+650-143▶
3hr 7min●12:01 PM10/13/25
added a jetstream behind the player (took most of the time, tried a particle system and it didnt work)
added tilt based on velocity to the player (took 30 minutes and I like it better than the jetstream)
jetstreams are functionally good now+31-23▶
trying to make a jetstream effect with line2d+95-3▶
player rolls a little now+130-72▶
- changed the colour palette - made the colour palette global - fixed the desync with the timeline - made the game ui react to the players movement rather than position+609-61▶
6:24 AM10/12/25
working on a little animated timeline that displays when events are in the game. I'll use this to display when upgrades and downgrades are
made a timeline thing and fixed bugs+368-6▶
fix bugs and implement a new system where it generates a chunk at a time rather than one round at a time+14-15▶
2min●11:18 AM10/11/25
got complaints that you can't skip through the game over screen (which you could previously do with spacebar) but I've also mapped it to left click as well now
fixed a bunch of places where the game crashes with the non-linear rounds
fixed a bunch of other general bugs related to non-linear rounds
non-linear rounds now work by selecting a number of rounds until an intermission and then
2hr 11min●11:15 AM10/11/25
got complaints that you can't skip through the game over screen (which you could previously do with spacebar) but I've also mapped it to left click as well now
fixed a bunch of places where the game crashes with the non-linear rounds
fixed a bunch of other general bugs related to non-linear rounds
non-linear rounds now work by selecting a number of rounds until an intermission and then
- got complaints that you can't skip through the game over screen (which you could previously do with spacebar) but I've also mapped it to left click as well now - fixed a bunch of places where the game crashes with the non-linear rounds - fixed a bunch of other general bugs related to non-linear rounds - non-linear rounds now work by selecting a number of rounds until an intermission and then+145-24▶
1hr 28min●10:53 AM10/10/25
working on non-linear rounds
i've added some UI for it and made the backend of the game support having more than one round in a row
there can be more than one round of fighting in a row now+111-20▶
2hr 9min●8:24 AM10/10/25
changing the round system so you have continuous rounds, downgrade rounds and upgrade rounds
commit so i can work on my mac+11▶
updates to the asteroid belt stuff+38-9▶
Merge branch 'main' of https://github.com/NanoMars/space-game+243-4▶
making an asteroid belt+249-3▶
1hr 47min●1:26 PM10/08/25
added a particle based asteroid background
added a particle based galaxy background
made the game ui more dynamic when the player is moving around
added galaxy background+104-17▶
working on a galaxy background+109▶
make game ui dynamic like other game ui+38-22▶
asteroids background+88-18▶
stuff+431▶
Merge pull request #1 from NanoMars/2D-change+8576-760▶
2hr 41min●12:10 PM10/07/25
added dynamic animated backgrounds that can be set for each round
screenshot shows round 1
cool dynamic background system+238-16▶
60min●6:46 AM10/06/25
add smiler enemy!
more camera shake
remove smiler defaults+2-11▶
lowk forgot to commit for a bit, smiler works better, added camera shake when player shoots+368-34▶
3hr 34min●5:32 AM10/06/25
added screenshake when you take damage and when you damage an enemy
player shakes when damaged
made the intermission menu only display modifiers that you're actually allowed to use when taking into account the maximum amount of stacks
working on a new enemy+160-2▶
modifiers actually stack properly with stack limits & stuff+30-9▶
cool shaking on player and camera+128-35▶
enemies shake when they get damaged, added the trail to the echo enemy, made the dopple red instead of white so you can visually tell who's the player and who's the dopple, fixed bug where game wouldn't start on round two if playing with the tutorial+165-45▶
2hr 13min●5:54 AM10/05/25
added performant trails behind projectiles & started work on adding the shaker plugin to add impact to things
add shaker plugin+6258-2▶
trails+25-7▶
making a new projectile with a dynamic trail+92-4▶
little enemy nametag & some changes to the keybind display+307-8▶
3hr 30min●6:59 AM10/04/25
made a popup that displays an enemies name the first time a player sees it.
stuffs+50-58▶
remove prints and make a camera shake script+143-161▶
18min●11:15 AM10/03/25
fix weapon select
fix weapon display+15-18▶
1hr 49min●5:38 AM10/03/25
converted my entire game to 2d and animated the arrows that point to enemies off screen
enemy arrows animate+308-28▶
enemies finished i think+29-10▶
3hr 11min●3:16 PM10/02/25
Been mostly working on getting other enemies to work in 2d, I've got the echo working pretty much faithfully to what it's supposed to do but the position of the laser isn't quite right yet.
I've still gotta do a new background & add back some other features like the directional arrows for enemies but this 2d change is working for what it's supposed to do, the game is performing so much better now
echo enemy works+34-34▶
laser finally works well+38-23▶
trynna get laserthing to work+49-78▶
I'm having trouble with certain enemies & I don't know why+9-23▶
enemies are mostly done+186-164▶
3hr 21min●5:08 AM10/02/25
I thought I made a devlog earlier today but I didn't, my bad yall :sob:
I'm currently working on converting my game to 2D, so far I have 2 enemies, the player, and the weapon / projectiles converted but I still have a bit to go. This is a big project
first stage playable now+102-34▶
weapons work now+28-23▶
weapon stuff+70-106▶
converting to 2d+111-105▶
1hr 15min●12:42 PM10/01/25
fix ship
converting to 2d+104-195▶
52min●9:51 AM10/01/25
add player model
adding a player mesh & wobble but the wobble doesn't work yet+66-8▶
3hr 24min●8:24 AM10/01/25
focusing on game feel & qol this time
weapons are more punchy (faster bullet speed & more damage)
player movement is more responsive
player slows down when shooting
shooting is more responsive
selecting the weapon in the main menu doesn't require pressing start anymore, just click one of the weapons
enemy arrow points in the right direction now+1-1▶
stuff+169-9▶
weapons now shoot if you just tap the spacebar+66-19▶
update weapon manager+2-30▶
text update in intermission+4-2▶
fix bug where doesn't doppel spawn in+3-1▶
4hr 55min●11:53 PM09/30/25
after a lot of debugging I got the leaderboard working in web, it was literally one line of code 😭
If you want to access the leaderboard get to an intermission and click on end It here to submit your score!
after a *lot* of debugging it was literally just that we were getting a gzip back+1▶
20min●10:21 AM09/30/25
ship game yeah
networking works fine when run on my machine but when accessing from the web it doesn't display what gets returned+25-12▶
17min●5:32 AM09/30/25
ldrbd
42min●4:57 AM09/30/25
leaderboard
leaderboard entirely functional+85-40▶
1hr 55min●3:37 AM09/30/25
made a cool leaderboard that syncs globally so people can compare their scores, I used supabase to store the table
leaderboard stuff+126-22▶
leaderboard stuff+447-7▶
change capitalization+11-5▶
add the wobbly shader to more things+133-5▶
allow player to skip through the game over section+59-23▶
weapon select menu works now+257-75▶
30min●12:57 PM09/29/25
Finally finished the weapon select, this has been such a grueling experience but it works now!!!
weapon select menu works now+257-75▶
1hr 50min●12:27 PM09/29/25
I spent so so so so long trying to figure out what was wrong with my game, I had this problem where both of the buttons would display the same thing, but I figured it out and now it's almost done
I GOT IT TO WORK+59-35▶
this is producing even weirder results+42-37▶
I'm trying to fix this bug man, it's not working+243-38▶
3hr 18min●10:32 AM09/29/25
Making a weapon selection scene so the player can select different weapons to change how the game plays
made the intermission screen look more like the game UI & have a hover effect where it displays how much will be added on+50-36▶
5hr 35min●6:24 AM09/29/25
Added a tutorial that floats around with the player to tell them the controls smoothly & settings to go along with it
cool tutorial to tell the player how to move if it's their first time playing+1069-18▶
fixed a bug where settings would reset when you go into the settings menu, added a custom cursor+177-53▶
Also added a way to go back to the main menu from the settings menu
plus added the credits scene
plus added the wobble effect to most UI in the game for consistency
very very happy :D
multiplier font change+49-8▶
SETTINGS DONE AHHHHHH+133-80▶
44min●2:28 AM09/24/25
Settings defaults work now, but too well. I'm trynna figure out why they're overriding the saved value but I'm having trouble. I'll get there eventually :sob:
saving and loading works but it's being overridden by the default values for some reason....+171-127▶
2hr 19min●10:19 AM09/22/25
forgot to make a demo
I've been debugging the settings system for ages now, idk what the problem is.
Space to shoot, wasd to move (Loading times can be long, just gotta wait a bit)
3hr 30min●6:12 AM09/22/25
Working on a fun settings system where you create an array of settings in the inspector, they automatically show up in the UI and then you can access the value from any scene plus I'm working on saving so settings save between game sessions
i couldn't help myself, here's some more pretty stuff for the settings menu+118-3▶
finished theming for the settings menu+148-17▶
cool ahh settings menu+632-59▶
noise stuff+8-3▶
4hr 8min●1:29 AM09/22/25
randomness weekend - if a controller is connected then the main menu moves randomly based on a noise texture rather than being tied to the mouse position.
(video shows mouse at start and then controller is connected to display randomness)
if a controller is connected then the main menu animation becomes random because the mouse probably isn't moving+52-19▶
starting work on settings and made the game's menus support controllers with focus handling+109-8▶
remove manual transition and replace with scene manager+12-25▶
Using scene manager for cool transitions and consistency+8-175▶
stop tracking addons & main menu stuff+261-25▶
3hr 5min●9:10 AM09/20/25
Started work on the main menu, got the basic layout + a cool wobbly effect :p
workin on main menu+33-1▶
bomba enemy that i don't particularly like :(+235-7▶
3hr 4min●4:50 AM09/20/25
game over screen has dynamic text now & bugfixes
scene can actually load now lol+4-5▶
cool sparkly animation when the player dies & fixed a bug relating to player death+114-71▶
game over score and round text updates to match the actual score and round+19-7▶
3hr 24min●10:24 AM09/19/25
made a cool animated game over screen
game over screen with buttons and animations, remove debug prints+189-43▶
add talking sounds+97-5▶
working on game over screen, got text animating on screen+226-15▶
laser enemy & textures+118-22▶
3hr 15min●4:56 AM09/19/25
Added a new enemy that shoots lasers out to the left and right, deals considerable damage if you touch the lasers. Hit the weak point (heart) to defeat it.
New design for other enemies too.
laser enemy that you gotta shoot a weak point on+368-4▶
echo enemy has a better movement pattern & a new clicking sound when the player takes damage+50-8▶
new design for the heatseeking guy, added an enemy that reflects your shots back at you+180-30▶
4hr 36min●12:36 AM09/19/25
Added a new enemy that reflects your shots back at you
Added music by @Cisco on slack plus a dynamic music player which allows me to add a muffled effect in certain scenes.+120-2▶
add doppleganger enemy and vignette+221-10▶
1hr 48min●12:05 AM09/13/25
Added a new enemy and a modifier to add it. The new enemy is a doppleganger which repeats all of your movements with a delay & damages you if you stay still for too long.
Also added a damage indicator with chromatic aberration so you can tell a little better when you take damage.
3:04 AM09/11/25
I've finished the basic system for modifiers & enemy spawning so now I can start adding more enemies, & modifiers to make the game loop more fun.
Also some bug fixes here and there, most notably the scoring & score multiplier behaves how it should now
fix score & finish modifier code+379-128▶
1hr 58min●1:04 AM09/05/25
I've focused on art a lot for this demo but I've also made changes to enemy spawning
yeah+132-65▶
add stuff+36-6▶
2hr 58min●1:07 PM09/03/25
been working on the intermission screen and end game screen.
Controls:
WASD for movement
Spacebar to shoot
lowk forgot to commit+818-51▶
3hr 5min●7:44 AM09/03/25
Finished the advanced spawning system & started work on the intermission screen
Controls:
WASD for movement
Spacebar to shoot
enemy spawning working correctly + I added a counter for how many enemeies left.+36-40▶
spawner is spawning enemies but not removing spawned enemies because it doesn't know when they die for some reason+201-12▶
2hr 48min●2:16 AM09/01/25
Enemies now only give score if killed by the player, not if they die by damaging the player
added a scrolling background shader and lots of iteration on it
started work on a proper enemy spawning system
Controls:
WASD for movement
Spacebar to shoot
starting work on proper enemy spawning system+43-23▶
working scrolling terrain shader + textures+310-2▶
enemies now only give score if they are killed by the player+81-24▶
I'm thinking about re-doing my projectiles entirely to use a multimeshinstance 3d+49-29▶
7hr 24min●1:26 AM08/29/25
First build!
player movement, enemy system, shooting & more!
add a temporary way of spawning enemies, remove shader stuff for now+32-128▶
final commit of the night+121-2▶
added herobrine+113-28▶
projectiles despawn when they leave the screen+22-2▶
sine pattern+27-4▶
ugh freaky+95-17▶
stuff+55-2▶
sound manager+55-2▶
weapon WORKING YESSSS+94-17▶
shotspec & other weapon stuff+69-20▶
a+20-8▶
working on weapon & stuff yesss+58-4▶
asdf+11-113▶
commiting+5-3▶
3hr 18min●2:13 AM08/26/25
I've started development finally! I've done movement, health, a single enemy and some UI
In the image you see a health bar in the bottom left, the player in white in the center and the enemy to the right below the player
enemy stuff & other stuff+221-20▶
yeah+104-4▶
stuff+55-2▶
initial commit for space game+1484▶
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