Guide a child through his dreams, exploring dreamlike scenarios and avoiding enemies from nightmares





I'm back with a devlog!
The implementation of stages for the campaign mode is now complete! It follows a level progression system that gets increasingly challenging. As shown in the video, pressing stage 1-1 now correctly takes you into that level. After reaching 200m, the stage ends, and you're given the option to move to the next stage or to the stage selection. With stage 1-1 added, I’ve started working on stage 1-2 and will continue developing the upcoming stages in future updates. Additionally, I made a small refactor to the game over buttons. Previously, their functions were handled directly in the main game script. Now, they’ve been moved to their own script, attached to the VBoxContainer node.
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AND I'M BACK WITH A DEMO!
Now presenting to you: DreamRunner 0.6V Build! Here you will find all the features from previous devlogs.
Thanks for reading the log :)
I'm back with a devlog!
No major changes to the core gameplay. The latest addition is the stage selection screen, featuring 9 regular stages plus 1 boss stage. All necessary logic for the selection interface has been implemented. Work has also begun on Stage 1-1, but it won’t be included in the upcoming demo as it’s still in progress. Although the stage selection screen is functional, none of the buttons currently lead to any stages, since they haven’t been completed yet.
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I'm back with devlog!
There haven’t been major changes to the game yet. Progress so far includes organizing menu navigation, balancing the new enemies, and adding a down movement for the player (to fall faster). As shown in the video, the main menu no longer has the tutorial button, it now features a quit button that fades out and closes the game. The play button now leads to the mode selection screen, where you can choose between:
There’s also a back button that returns you to the main menu.
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I'm back with a devlog!
Now I'm showing how the new enemies were implemented so far! As you can see, both of the new enemies are doing what they were suposed to do:
Everything is still rough by now, but I'll still be enhancing everything to feel fair and fun!
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I'm back with a demo!
Now presenting to you: DreamRunner 0.5V Build! Here you will find all the features from previous devlogs, and the tutorial is now split into three categories: Movement, Items, and Enemies. I also made a few small tweaks to improve the look of the shop.
I did end up losing the 30-day challenge, I couldn’t keep up with 2 hours a day, but that’s okay.
Thanks for reading the log :)
Day 5 of 30 Days to Shiba!
Today I added a new item to the game and made some code improvements to keep things cleaner:
Instead of using long blocks of if statements, each item now has its own effect function stored in a dictionary.
Created a single update_HUD() function that now handles all HUD updates, like distance, feather count, shield status, and active item effects.
(Sorry for having no audio, couldn't record today)
Day 4 of 30 Days to Shiba!
Added two new items to my game:
In the video, you can see how both of them already working with their proper effects!
(Also, sorry for the low video quality and the rough editing.)
I'm back with a devlog!
Day 2 of the 30 Days to Shiba (already missed Day 1, lol), and I'm sharing how the shop is shaping up. Right now, it only has the teddy bear item, but I plan to add lots more in the future: new items, stages, and more.
You can now see how buying the item affects your feather count, and it saves to the game data so that when you start the level, the teddy bear is equipped for that run.
Also, Heidi has some dialogue that changes depending on what you're doing in the shop, plus randomized goodbye lines for extra charm!
Thanks for reading the log :)
I'm back with a devlog!
Now I'm showing how the Settings Screen is coming along. It's still a work in progress, but you can already interact with the volume sliders to adjust both music and SFX levels. Some other small tweaks were made throughout the game and code.
Thanks for reading the log :)
I'm back with a devlog!
Showcasing the previously mentioned items from the last devlog, now implemented and working as intended. The tutorial screen was moved to be the second option in the menu. It now includes proper instructions on how to play the game and features the new background art. The config screen is now called the Settings Screen. It also has the new background art and is still a work in progress, but you'll be able to adjust the volume of both BGM and SFX. The shop won't be included in the current demo, but it will still be added later.
Thanks for reading the log :)
I'm back with a devlog!
One of the sprites from the previous artlog has already been implemented in the game: the feathers. As you can see, they spawn randomly above the enemies. Each one you collect is counted in the HUD, and sometimes they're a bit tricky to grab, so you'll need to use your double jump wisely! Feathers will be used as currency in a future store that will be developed. Also, the progress bar for the double jump is now at the top of the HUD, and the speed of the game increases more quickly. As for the other items:
Next up, I’ll be working on making these items functional. Thanks for reading the log :)
AND I'M BACK WITH A DEMO!
I don't know how much been since the last demo, but I think it's time for a new demo. Now presenting to you: DreamRunner 0.3V Build! Here you will find all the features from previous devlogs.
Thanks for reading the log :)
I'm back with a devlog!
Now I'm showing how the main menu is shaping up using assets from previous artlogs. I ran into some issues implementing textures on the buttons, but I think I’ve figured it out. The tutorial now includes some instructions that were previously part of the main level HUD, and later on it will become a proper standalone tutorial. This will likely be the final version of demo 0.3V, maybe just a few bug fixes left before uploading it to the Shiba website.
Thanks for reading the log :)
I'm back with a devlog!
I've lost track of time but I think it's time for a devlog. Now showcasing the progress of the main menu of the game! It can be navigated by the arrow keys and enter, has the intro of Dream Sweet as its BGM and has some animated sprites. The other sections of the main menu (config and tutorial) are still a WIP, so at the moment they don't have anything. Shadow Kitty was also added into the main game, it's special aspect is that it's L A R G E, which, later on when the game is fast, can be hard to avoid, increasing the difficulty. Main level also got some little sprite changes and I also plan to add more enemies that have special traits that can spice up the gameplay even more.
Thanks for reading the log :)
I'M BACK WITH A NEW DEMO!
Now presenting to you: DreamRunner 0.2V Build!
Here you will find all the features from previous devlogs and some new features, such as:
Thanks for reading the log :)
And I'm back again!
Time to show what I've done so far!
Next up: exporting demo 0.2V to the browser and making sure everything runs smoothly!
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And I'm back again!
Time to show some of the changes I made based on feedback from a recent review. Someone suggested adding something to spice up the gameplay, so now you can control the child's run, and after every 3 jumps (tracked by a progress bar, which will get a texture later), you can do a double jump!
I also added a SFX for the game over, though it’ll be replaced later with a proper game over screen. A few other tweaks were made to make the gameplay feel more fair, along with some label text updates.
Thanks for reading the log :)
I'm back!
Now with DreamRunner 0.1 build!
You can test out a bit of what I've done so far. This is still a WIP, so don't expect too much content from this build. Here I added some of the sprites that I made, made the obstacles (Nightmares) that spawn randomly (for the Randomness Week), added SFX and OST (Dream Sweet by Takashi Lee), a Game Over scene and some instructions when you start a new game.
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I'm back!
Now the game runs on full screen, the HUD has it's own font, implemented the arts from the previus artlogs, made some little changes into the background to fit better and you can see the player idle sprite working.
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I'm back!
Today just made a teamplate for the character sprite (it will have a animation later on), a template sprite for the ground, and the mechanic of the scrolling screen and ground from a runner game that is already working. Next devlog I will explain better what I'm working on and give you some context for this project.
Thanks for reading the log :)
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