You are a small orange something, born from a strange energy humans released when they dug too deep. The world has changed - mushrooms glow with dangerous sparks that shock you if you step inside their light. Luckily, you can throw rocks to disable their glow for a few seconds and carve a safe path forward. But the night is full of enemies. Foxes, wolves, and boars hunt you without rest, drawn to the spark inside you.

IRL Day 11/11 (1 hour spent):
Today I got the LEDs fully working! They autostart on boot. I just have a death animation that flashes when the player dies, nothing special, but it looks really cool!
IRL Day 10/11 (5 hours spent):
Today I tried to implement game replays in the main menu background, but I didn't finish it yet. I just reworked the idle timer because I will use it in more places. Next I got some LEDs working, but it isn't yet finished. I made my own death LED animation.

NOTE: The hours are just an estimate
NOTE: Through the days I helped a lot of people with my gpio script, I didn't count the time for this though (I was told so by @Armand)
---
Day 09/11 (4 hours spent):
Today I firstly implemented a feature, where if the arcade is idle for some time, it will reset the game, next I improved the language switch so that it is more intuitive for japanese people. Also, I wanted to increase the volume of my arcade. And since @Brody already did this, he was helping me. We decided that it will be good idea to uninstall piwewire. After we did that, the desktop environment broke and I had to redo my whole setup. :heavysob:
---
Day 08/11 (5 hours spent):
Today we got into our venue with the machines, and I tried every function of it as we were carrying it with trains. I fixed the things that broke.
---
Day 07/11 (8 hours spent):
Today I soldered the buttons and joysticks, cut the holes for the monitor into the wood and button holes into the right wood plate this time (yeah, I cut the holes into the wrong wood panel yesternay :pf:)
---
Day 06/11 (8 hours spent):
Today I got my game running on the raspberry pi and made the first version of the button/joystick script. Later I got the game to launch at boot and cut button holes into the wood.
---
Day 05/11 (0 hours spent):
Today I arrived at the airport and it took extremely long until I got to space bar, so I did just look around and talked with others.

Day 27
Day 21
Day 17
Today I updated the level selection screen and added leaves to level 7.
Day 16
Honestly just look at the git commits
========
NEW DEMO!
========
[ v1.9 ]
-------------------------------------
[ CHANGED ]
[ REMOVED ]
========
SHIBA REVIEW
========
========
Day 14
Basically I started working on level 7
========
NEW DEMO!
========
[ v1.8 ]
-------------------------------------
[ ADDED ]
[ CHANGED ]
[ BUG FIXES ]
========
SHIBA REVIEW
========
========
Day 11
(view demo v1.8 description)
========
NEW DEMO!
========
[ v1.7 ]
-------------------------------------
[ ADDED ]
[ CHANGED ]
========
SHIBA REVIEW
========
========
Day 9
(Today)
========
NEW DEMO!
========
[ v1.6 ]
-------------------------------------
[ ADDED ]
[ CHANGED ]
[ REMOVED ]
[ BUG FIXES ]
========
SHIBA REVIEW
========
========
(I will post a video later)

Day 8
========
NEW DEMO!
========
[ v1.5 ]
-------------------------------------
[ ADDED ]
[ CHANGED ]
[ BUG FIXES ]
========
SHIBA REVIEW
========
========
Day 7
========
NEW DEMO!
========
[ v1.4 ]
-------------------------------------
[ ADDED ]
[ CHANGED ]
[ BUG FIXES ]
========
SHIBA REVIEW
========
========
Day 6
Day 5
Day 4
========
NEW DEMO!
========
[ v1.3 ]
-------------------------------------
[ ADDED ]
[ CHANGED ]
[ BUG FIXES ]
========
SHIBA REVIEW
========
========
========
NEW DEMO!
========
[ v1.3 ]
-------------------------------------
[ ADDED ]
========
SHIBA REVIEW
========
========
Refactored the code of the energy system and limited how much times the player can collect energy for the same action (e.g. dodging an attack of a boar will give the player only 1x 35 E per boar).
(I will upload a video later, I'm improving it rn)

========
NEW DEMO!
========
[ v1.1 ]
-------------------------------------
[ ADDED ]
[ BUG FIXES ]
========
SHIBA REVIEW
========
========
Day 1 of 30
I implemented the background, but I removed the blue and the stars from the prevous image in the artlog, bacuse I wanted the stars to move in a different speed than the moon. Now I have 2 Parallax2D nodes 1 with a tilemap with the stars and sky and the 2nd one with the moon. (Also the moon is half transparent to function propertly with the shader)
========
NEW DEMO!
========
[ v1.0 ]
-------------------------------------
[ ADDED ]
[ CHANGED ]
[ BUG FIXES ]
========
SHIBA REVIEW
========
========
Added particles that emit when a mushroom is going to "revive". I also fixed some bugs like mushrooms instantly reviving after the game is resumed.
Added an ultimate attack to the bee to prevent the player from defeating the level without killing the bee. (In the video I put the point where the attack starts much lower that it will actually be for demostration purposes).
========
NEW DEMO!
========
[ v1.0.1 ]
-------------------------------------
[ ADDED ]
[ CHANGED ]
-------------------------------------
[ UPCOMING ]
========
SHIBA REVIEW
========
========
========
NEW DEMO!
========
[ v1.0.0 ]
-------------------------------------
[ ADDED ]
[ CHANGED ]
========
SHIBA REVIEW
========
========
Split the 1st level into two. Now the 1st one introduces mushroom (and is easier) and the second one animals. Then I removed the bee from the 4th level (now 4th) because that will be the boss in later levels. I'm now working in the 5th level.
Created a menu to rebind the controls. Some actions, like the ui actions aren't there so that the player can always change the controls. Also it saves the changes and loads them when the game starts!
Random day 6
I added randomness also to the other animals. They have a chance to give up when chasing the player and also to rotate on their own (I will tweak these values, the video isn't the final state). Also the bee's bullets have random homing rate and initial velocity. I also created a main menu that opens before the level selection menu.
(The video wouldn't upload, so I put it on github: https://github.com/anton2026gamca/ShadowJumper/blob/main/shiba-devlogs/random-day-6.mp4)

Random day 5
Added some randomness to the attack, the bee now moves to a random place after it shoots. Also you can kill other animals with the help of the bee (also the bee itself). Also I added a red indicator to indicate where the bullet is when off screen
Random day 4
Today I finalized the bullet of the bee. It firstly goes down and then rotates back up at the player. The player has to dodge the bullet and redirect it to the bee to kill it.
I'm going to add an indicator to show where the bullet is when it is off screen, also I plan to improve the AI of the bee.
Random day 3
Continued in making the bee, it shoots "bullets" (I don't know how should I call it) that home the player. The player needs to dodge the bulets and resend them back to the bee to kill it. (Doesn't work yet, don't know why. I'm debugging it)
Random day 2
Added something to the 3rd level. The player can now climb laders (in the 3rd level). Then I refactored the animal system and created a bee. This bee for now follows the player until it's close enough. I also decreased the night darkness.
Random day 1
I started making the 3rd level. This level is high up in the clouds. For the randomness, I will create an enemy (that will fly, something like a bee, or a bird, I don't know yett) and this enemy will have different modes, easy, medium and hard, based on randomness, and it will have more attacks that will be also random.

Made the 2nd level!
Added an effect when a mushroom kills the player. Fixed some bugs with the respawn menu and added a fox and a boar.
Fixed the shader in web! I achieved this with a SubViewport node in a SubViewportContainer node with scaling, I don't quite like this solution, because I lost the ability to make off grid pixels. Since this is an arcade styled event, I think it's fine.

Made light emmiting mushrooms, that will later kill the player if he moves in their radius while on. Removed the dash ability (for now) and replaced it with throwing rocks (space). It throws a rock on the nearest mushroom and causing it to "turn off". The mushroom is off for 5 second and then turns back on.
Created a shader that turns the whole world into night and added light sources with some basic animations (I don't know why, but he lights are blurred in the web, though in godot they are perfectly fine).
I've created the ReplayPlayerController, in which I can record a sequence of pressed keys and then replay it. This helped me to create the level selection scene.
I'm working on a level selection screen, and I want there the player to move from level to level around the map. Because of that I needed to redesign my state machine and how it works. Now, each state checks for input from a PlayerController node, which does nothing by default. Then I have a UserPlayerController that extends from PlayerController and overrides functions to do something - get user input. This way I can make a ReplayPlayerController, that will replay a sequence of key presses automatically. (Or a RandomPlayer controller)
Setup godot with wakatime!
Expand Journey
Comments
No comments currently