Byteden Games

The Prototype Repository

August 2, 2024

So I recently did a bunch of stuff, in addition to a game jam. I’ll upload what I made soon. In the meantime, I got my particle system working both on web (ES 2.0) and the pc (opengl 4.3).

July 10, 2024

  • Started work on general tweening system.
  • Work on animation of imgui windows.

June 29, 2024

  • Started work on tutorial/dialogue system that uses lua, for extensibility.
  • Completed correct color rendering for various tilesets loaded in with LDTK.

June 26, 2024

Recently completed a game jam! Here’s the game: https://tommyv2.itch.io/autorock-roulette
Some recent progress on my personal projects:

  • LDTK tileset rule loading for better looking walls and environments

May 8, 2024

  • Added animated transitions for when there are multiple entites on a map.
    alt text

April 28, 2024

  • Frustrated with the limited time I have (I translate multiple webnovel titles daily from Korean to English on a daily basis) to program, I took it upon myself today (Sunday) to complete a game in a day. Well, I failed to do that, mostly because I made the scope a bit too big and I got hung over some UI tweaking (making context menus disappear after mouse moves out of it in IMGUI is hard).
  • I’ve got some basic UI together.
  • Notable new things I’ve done include using font awesome icons, image rendering within the IMGUI context with animations, playing some sound effects and using some new gui elements I haven’t tried before such as the collapsing header.
  • I worked a total of maybe 4-5 hours on this, but that wasn’t enough for me to get a basic game loop going, unfortunately. Perhaps I’ll return to this particular project in the future.
  • At least I know to keep the games I want to make in short burts even shorter than I think is proper. alt text alt text

April 26, 2024

  • Added a log window where the majority of the colony’s story will be visible.
    alt text

April 25, 2024

  • Added game over condition.
    alt text

April 24, 2024

  • Farm plot designation by mouse drag.
  • These need to be actually built by the colonists (TBC)
    alt text

April 23, 2024

  • Added mouse drag events to be used later for placing objects and buildings, among other things
  • An input mode to indicate what is being input through the mouse drag

April 22, 2024

  • Now creatures can get hungry/thirsty and will die if they reach a certain limit.

April 19, 2024

  • Added some placeholder objects to the environment.
  • These objects can be inspected now.

alt text

April 18, 2024

  • Added rocks to the map.

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April 11, 2024

  • Trying to come up with some intersting stories that can be used as a basis for gameplay.

Sample Story 1: The Serial Killer Colonist

A team of settlers embark on a remote region and start to forage and farm for food to survive. They establish farm plots and plant seeds, watering the soil from water taken from ponds. It turns out, however, that there is a serial killer in their midst who, unbeknownst to everyone else, slowly begins to kill off the colony. He has a signature–he always leaves some kind of fruit or grain behind in the mouths of the dead. Those taken by surprise are not able to react or really defend themselves. The colonists grow terrified, and going about their daily tasks begins to be a challenge. They continue to die out. Though there is a lot of grains and fruits to be harvested, no one but the serial killer remains to do so. He hides the bodies in a certain room and locks the door. He also puts aside trophies–body parts–for his collection. Sometimes he will look at them to remind himself of his achievements. He takes over the colony alone and, feeding on the harvested food, waits for new people to join the colony, at which point he pretends to be a law-abiding citizen and welcomes them in, biding his time until he can strike again without danger to himself…

Sample Story 2: Ghosts in the Soil

Colonists must collect seeds from the environment to start planting something, since they have nothing with them due to a recent bandit raid. They start walking around and exploring. This plain is a big place, and there’s even a source of fresh water, in the form of a pond. The ground here seems fertile. There are curious mounds in the soil that appear to be graves of some sort–perhaps, long ago, someone actually occupied these lands. What could have happened to them, that they abandoned this seemingly fertile place? As the colony gets under way, with farm plots being arranged and the rocks and debris cleared out of the way, the colonists begin to notice something strange. There are times when something white and ephemeral glimmers in the air in unexpected places, and multiple colonists report having fitful sleep and nightmares. It seems they are not alone here. They start writing down what they have seen on the walls and on parchment, as they value historical records and are interested to see what this new phenomenon may lead. The happiness level of the colonists drops considerably. They no longer see this place as the blessing they once did. Nothing sinister seems to happen as of yet, but these ghostly beings give the impression that they are watching and waiting.

April 10, 2024

  • Water evaporating?
    Testing CA water

April 9, 2024

  • More work on cellular automata water.
  • Started baseline brainstorming of procedural stories that could be told with this farming sim.

April 3, 2024

  • Line of sight integrated into game.
    Combatants demonstrating line of sight

April 1, 2024

  • Finished porting line of sight code from here
  • Now it needs to be tested, along with cellular automata code.
  • Initial testing of GOAP code complete. This will need to be used later when actual farming AI is needed

March 29, 2024

  • Added pond generation back in.
  • Integrated cellular automata system, which will need to be tested.

March 28, 2024

  • Starting work on simple farming prototype.

March 27, 2024

  • Website updates have been slow.
  • Completed combat prototype and sent it off in an email to Jonas Tyroller, hoping it will get reviewed. Not much hope though, given how clunky it is.
  • Added an itch.io page. Not much enthusiasm about decorating and all that, however.
  • Added the game zip to the games section of the site.
  • Screenshot:
    alt text for screen readers

March 5, 2024

  • Mapped possible counter moves to each attack
  • Data structure that serves as a record of an action, as well as a possible counter to that action (which can be fumbled)

March 4, 2024

  • Removed stance
  • Created more streamlined system for battle flow (first steps to make this into a real-time sim)
  • Added event structures for system interaction
  • Added breakable body part damage tracking
  • Must add two-way combat interactions now

February 29, 2024

  • Bug fixing.
  • Made it so specific body parts are used for specific actions
  • Removed stance (for now)

February 28, 2024

  • Created basic event queue structure.
  • Refined some status messages.
  • Added vital body parts such as arteries, internal organs, and eyes
  • Made window resizable
    alt text for screen readers

February 26, 2024

Made it so “NONE” was not being diplayed as a body part. Refactored some code. Gave individual body parts degrees of pain, and added a timer to each combat state modifier (such as “unable to breathe.”)

February 23, 2024

JSON processing is a lot less intuitive and slower than just using maps and vectors and the like. Going is slow.

February 20, 2024

Finished initial setup of json files for a combat system. Now to apply them to the actual game!

February 19, 2024

Started filling out json files as the data needed for the branching combat scenarios is best described in that way.

February 18, 2024

February 17, 2024

  • Tried a little combat text generation.
  • Ported over some Java cellular automata code for smoke, water, etc. in a 2D grid.

Alt text

February 16, 2024

Some more planning into combat sequences.

Alt text

February 15, 2024

A bit more planning into what goes into a combat system that has no hitpoints.

February 14, 2024

Working on combat slice.

Alt text

February 13, 2024

Side project

Creating a combat slice for the bear game. Started by adding body parts, basic body parts linking, and some color-coding for text messages.

February 7, 2024

Side project

Bears can now create trophies randomly on the map.

February 6, 2024

Fixed issue with buttons that have the same name refusing to respond.

February 5, 2024

Side project
  • A bear fetches wood, then builds a table on the map. Alt text

February 3, 2024

Side project
  • Ironing out bugs in task queueing.

February 2, 2024

Side project
  • Working on building task system to allow fetch + task queueing.

February 1, 2024

Side project
  • Some state editing to allow bears to become inspired.

January 31, 2024

Added capability to disable buttons.

January 30, 2024

  • Worked on permanent upgrade screen functionality.
  • Mingw linker is painfully slow on Windows. Trying to work out a way to switch over to ld.

January 29, 2024

Implemented some shop functionality.

January 26, 2024

Shop - buy random item button functionality.

January 25, 2024

  • more work on shop screen. The shop screen (WIP)

January 24, 2024

  • Added buttons and tabs for the shop menu.
Side project:
  • Refactored entity creation
  • Item fetching

January 23, 2024

Shop screen planned out (in a rudimentary way). Added shop button on the top right of the screen.

January 22, 2024

  • More planning.
  • Added timer to wait for a short moment before spawning the next wave.

January 19, 2024

(Roughly) Planned out shop screen progression.