almost done with inventory ui. not very happy with it but if it works, I’ll move on to the next bit (wand ui)


Hatch parasites and infest the earth in this incremental game.
Add to your wishlistalmost done with inventory ui. not very happy with it but if it works, I’ll move on to the next bit (wand ui)

It’s not much, but the ui overhaul continues.

Suffering through a ui overhaul. I seem to be getting nowhere…
Testing a quick upload feature for my blog.

Encountering maddening web build issues with no stack trace logs or anything. How am I supposed to debug? Lol. Game freezes for no reason, and mouse cursor location is off
Work continues. I may have something to report soon.
Days 19-22. Fell down a performance rabbit hole. In my defense, it was really bad, and I had structured the main loop wrongly. Things should be better now. I will soon be back on track.
Days 17 and 18. Work is starting to increase a bit again. It’s kind of a struggle, balancing game dev and work, but not because of motivation (though maybe it kinda is?). Not having large enough batches of time to spend on the game can be painful. I feel I need those to make progress. Redid the ui, added an eval system a la noita, and did collisions so enemies hurt you and you can pick up exp pickups, player can also dash now.
Days 15 and 16. Did a shift toward noita-like system of card eval for more depth and complexity. Let’s see how this pans out.
Day 14. Added walls. Did a bunch of coding, adding reload at button click, debugging collision, adding juice to player enemy collision, and some gradient rect rendering for loot drops and stuff later. Also thinking I might just do upgrading cards like in balatro instead of stacks, seems less like a hassle, and introduces resource consumption and forces players to lock into a build. But first I’ll have to make more mechanics to plaay with before I have an idea about the gameplay. UX will also need attention, drag drop for everything is too much of a hassle? But then again, stacklands does fine with it.
Day 13. Had work. Other than that, added hot-reloading of lua scripts to speed up iteration.
Day 12. Some bug fixes. Ran into a snag with performance I’ll have to figure out sooner or later.
A major mental snag is when I feel I have little time to code today. And the pressure is on. I have to do something meaningful toward progress. Not a good feeling. When in reality, I just enjoy the process and would love it if I had more time to do it, and in a way that’s all that matters, at least right now?
Day 10. Clean state changes so that I can focus on the overall flow of the game as I flesh it out. Sidetracked a bit adding imgui bindings to my lua code. Encountered some physics bugs in my Chipmunk2D physics integration.
Day 9. Realized I hadn’t laid out how the stats in the game will interact with the rest of the systems and sat down to try and plan it out. Was promptly overwhelmed by the sheer broadness of the possibilities. Also, how would I make it so the triggers don’t fill up the entire screen? Right now I need quite a few of them, I think, working in tandem. Also had the idea of adding artifacts which will provide bonuses to secondary stats and mix up gameplay in unique ways. So for now, I would need to add a leveling system that increases 1 of a core stat each time, lay it out so more triggers can be used at the same time, and see where that takes me. Also, updating the mind map is becoming a bit of a hassle. Wondering if I should just keep a text file with the planned stats and upgrades.