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2
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Star alarm wowza by @hannahlivingfield | Stardance
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hannahlivingfield
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0
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0.0
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0
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[]
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[]
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Title: Star alarm wowza by @hannahlivingfield | St Title: Star alarm wowza by @hannahlivingfield | Stardance...
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1792734905.2683964
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1793339705.2683964
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3
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DNS-Tracker by @Fantamomo | Stardance
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Fantamomo
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0
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58.69
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0
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[]
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[{"post_id": 64156, "ts": "202 [{"post_id": 64156, "ts": "2026-09-08T11:23:05Z", "hours": 11.0014, "text": "I worked on the Site Checker System, and it is now ready enough. The Programm checks every site in the hackclub/dns repo. I makes a simple GET Request to it. I watch the request and wait for it to fail, than I check what exactly went wrong. Or if it was successful if read the response and check if it is maybe the site of a hosting provider which tells that the deployment could not be found ( example ). I also want to do this with other hosting providers like Orchard, the problem is Orchard does not give me enough information to be sure that it is orchard and not the deployment. When I figured that a site has a problem (or not) I do three things: I write it in the database (or delete it) I create/update/delete the row in the slack list ( view it in slack ) I write a message to the #dns-alerts channel The messages I write to #dns-alerts contains: the type of the message (new problem, updated problem or problem resolved) the link to the site the problem type (and I am really proud on this one, because it is colored and has the same style like the links or list items, see the screenshot, or join the channel , this is done vie the slack tag block ) The link to the list record unless it was resolved (because than the record does no longer exist)"}, {"post_id": 62138, "ts": "2026-09-05T12:05:00Z", "hours": 10.0889, "text": "Since the last devlog, I have made some changes: Hosting Emojis, Memory improvements, better Proxy. And I am currently working on Site-Checker . Hosting Emojis When the target of a record matches the following hosting providers an emoji is displayed next to it in brackets: Orchard 🅰️ Coolify A 🅱️ Coolify B Vercel GitHub Pages Netlify Nest Cloudflare Pages This is done with regexes (see them here ) Memory improvement In my last devlog, I wrote that the program is always killed by the OOM-Killer because it uses too much RAM, that is now fixed. The problem was that for each commit I cached all records that exists at that commit, which was not only complete waste of resources, but also completely unnecessary because I didn’t use the cache afterwards. better Proxy There were also some improvements for the Proxy, such as blocking Permanent Redirects for unsafe Location headers and caching the HTTPS state for a site. Site Checker That is my new big feature for this project. It is going to check all the sites in the dns zones. And if it finds a problem it is going to send it to a special channel and write it in a slack list (see the attached image). The checker will check for problem in the DNS or server deployment. I already working on it. See the feature/site-chechker branch"}, {"post_id": 52609, "ts": "2026-08-22T20:21:49Z", "hours": 11.5061, "text": "Previews I have a really cool new feature (actually it is really old, the first version was already working on the 26. 6. (two months ago), but I kinda forgot to write about it): Previews The problem is pretty simple: Imagine someone is adding a new record like super-cool-site.hackclub.com . The record is not merged yet, so the DNS record does not exist. Because of that you normally can’t just open the domain in your browser to check if the site is working. So how do I solve this? Well, to understand this you need to understand how the hostname actually works. When you open a site in your browser like hackclub.com , it resolves to an IP address, in this case 216.150.1.1 (owned by Vercel). But on Vercel many sites are hosted on the same IP, so how does Vercel know which site to serve. The Host Header The Host Header is a HTTP header which is automatically added by the browser and contains the original hostname that was requested in this case hackclub.com So the server can look at this header and then serve the correct page. With HTTPS it is a little bit more complicated, because the hostname is needed before the HTTP request even exists. This is where SNI comes in. I did some tricky and hacky stuff to make it work. How the preview works When a new proposal is detected, the Slack message now has a link next to the name of the proposal: https://dns-tracker.fantamomo.com/preview/<host> When the link is opened, my server looks in the database for the target IP or CNAME. Then it makes a request to the target, but instead of using the target hostname as the Host header, it uses the hostname from the proposal. So even tho super-cool-site.hackclub.com does not exist in DNS yet, the upstream server gets a request which looks like it came for super-cool-site.hackclub.com . Nearly all headers and the full body are passed through to the upstream server. When the response comes back, I check what it is. If it is a redirect and it targets the upstream server, I rewrite it so that it goes through the preview server. If it is anything besides HTML, I just pass it through. But if it is HTML, I parse the HTML and do two things: First I rewrite all links, relative or absolute, so that they point to the preview server instead of the real domain. I also inject the /preview/<host> path so my server knows what it is supposed to preview. Second I inject a small JS script which overrides the fetch function. This is needed because otherwise the website could load correctly, but JavaScript could still make requests directly to the real domain (which does not exist). The script is here if you are interested: proxied_fetch.js There is one problem While this allows the client to basically pretend that the DNS record already exists, it doesn’t work with every hosting provider. The problem is that the hosting provider itself may expect the domain to be configured before it serves the website. My server can make the requests like if the DNS record exists, but I can’t make the hosting provider believe that the domain really exists. More problems Another problem I have is that the program uses to much RAM, so much that it gets all the time killed by the Out-of-Memory-Killer. So I am going to investigate what exactly takes so much RAM. If I can’t find out or it actually needs that much, then I am going to request more RAM for my nest server. So until then, it is possible that the server gets killed, or change detection gets delayed. If you really need it, I recommend you to just wait 1-2 days until I fixed that, or ping me in Slack so that I can restart the server."}, {"post_id": 9439, "ts": "2026-06-15T20:03:06Z", "hours": 2.8275, "text": "Slack id finding The Programm now checks the follows the links in the slack profiles to check if the may redict to GitHub (because some hackclubbers habe www.github.com instead of GitHub.com, and some other use there own url shortener so that my program broke). And due this the number of found slack ids is the first time higher then the not found ( 310 to 276 ). Also if a found some new records and the author/commiter hasn’t been indexed, the program prioritize them so that I can hopefully send the message with the mentions. Link If the records I an A , AAAA , CNAME or ALIAS the link in the slack message is clickable so that you can directly open the page. I also added a link message to the GitHub repository where the change came from. Deleted records In my last devlog I said that I want to detect deleted and removed records. I tried that, but it is easier to say then to implement."}, {"post_id": 8661, "ts": "2026-06-14T11:57:29Z", "hours": 3.3783, "text": "Changes Slack id finder I updated the GitHub to slack id finder, it now also search for messages, because the chance that someone sendet a link to his/her GitHub account is really high. Before this change I found from the 603 users only 70. After the change I found from 488 users, 234 which is near at 50% (some users are missing, because I couldn’t check does due the rate limiting from Slack). Records parsing Due a bug in the parsing logic more then half of the records in the repo are ignored. Like this one: test: - type: CNAME value: hackclub.com. The bug is - , the parser has read it as an list instead of an map so I missed 1018 records, it is now fixed. Ignoring I also added the possibility to ignore specific repos. Like this one. I use this to test my code locally without spamming the #dns-tracker channel. Next The next thing is to detect deleting records on any possible way (removing the lines, reseting head, merging, branch deleting, etc.) The image contains an proposals from @parth one of the Stardance developers, who adds an new domain staging.stardance.hackclub.com"}, {"post_id": 7694, "ts": "2026-06-12T21:02:11Z", "hours": 13.4547, "text": "I have done a lot in the 13 hours What I added I build a database migration system so that if I change some tables (which I do more then a should), a migration script is generated and on the next start executed so that I don’t have to manually update the db. Mentions Since the start of this project, I always wanted to mention the user, in my dns update message, which has done the changes. Which is easier to say than to make. Before this devlog I tried to do this by Slack APIs which didn’t work, so I thought where all of Hackclubs Users have there Slack Id and there GitHub account: Hackatime . I experimented which there API to find a way to get the slack id from an GitHub-account, which is sadly not possible. So I got back to Slack API and found a way: If I want to get an User I request the Slack API with the account name Then I go through every user id that I found and check the profile of it, if there GitHub profile matches my requested name, then I have the user id When a new changes is detected I look in the DB and check if there is a connection. There is only one problem: The api I use is heavily rate limited, so that I can currently check one user every 5 minutes, but it works. (Yeah I know 13 hours is to much, but I needed to finish this feature)"}, {"post_id": 5694, "ts": "2026-06-09T16:08:19Z", "hours": 3.5964, "text": "Since my last devlog the bot found some new interesting records (before #hackclub-leeks knew them), like the one in the image. What I added I changed the logging so that it also logs to a file and is colorful in the console. What I tried to add I wanted to make it so that in the message the person is mentioned that added/changed a record. The problem is: There is no way to for my to get a Slack user from its GitHub account. I know there is a profile field for the GitHub account, but I am not able to search for it. So I have some options: I could index all users on Slack, by 124.265 users with 100 requests per minute it takes around ~21 hours (and I don’t think that the FD would like that) Then I found a API. It is called “ Slack SCIM API ”, and it is perfect, because I can request all users that match a rule (like field GitHub == something). Until I found out that only Admins can use it. I could do it manually. It will take some time (currently 664 users have contributed or forked the hackclub/dns repo) and that is not the only reason why I will not do it Other things Also due to some unknown reasons the bot sometimes gets killed by the OOM Killer and I couldn’t figure out why it needs so much ram. Btw, 3h 10m where coded on my new MacBook Air (from flavortown) and because of the new keyboard layout it takes four times longer to write every line of code and the @ is killing me"}, {"post_id": 57, "ts": "2026-05-31T15:22:04Z", "hours": 2.5556, "text": "Updated the slack message so that it is more clear what changes. Also made the app more efficient in checking if the main repo or fork had been updated. (It makes 2 http requests which together only take around 1 second). And if nothing has changed, nothing will be added to the github rate limit. It also runs on Nest and post messages in #dns-tracker . There are still some bugs with detecting deleted records (in forks)"}, {"post_id": 2, "ts": "2026-05-31T06:50:25Z", "hours": 0.2847, "text": "I created a program that scans the Hackclub/DNS repository, including its forks, to look for new entries or updates. (Also i think i have the first devlog of stardance) (not the first, but the second)"}]...
|
Title: DNS-Tracker by @Fantamomo | Stardance
Devl Title: DNS-Tracker by @Fantamomo | Stardance
Devlogs:
I created a program that scans the Hackclub/DNS repository, including its forks, to look for new entries or updates. (Also i think i have the first devlog of stardance) (not the first, but the second)
Updated the slack message so that it is more clear what changes. Also made the app more efficient in checking if the main repo or fork had been updated. (It makes 2 http requests which together only take around 1 second). And if nothing has changed, nothing will be added to the github rate limit. It also runs on Nest and post messages in #dns-tracker . There are still some bugs with detecting deleted records (in forks)
Since my last devlog the bot found some new interesting records (before #hackclub-leeks knew them), like the one in the image. What I added I changed the logging so that it also logs to a file and is colorful in the console. What I tried to add I wanted to make it so that in the message the person is mentioned that added/changed a record. The problem is: There is no way to for my to get a Slack user from its GitHub account. I know there is a profile field for the GitHub account, but I am not able to search for it. So I have some options: I could index all users on Slack, by 124.265 users with 100 requests per minute it takes around ~21 hours (and I don’t think that the FD would like that) Then I found a API. It is called “ Slack SCIM API ”, and it is perfect, because I can request all users that match a rule (like field GitHub == something). Until I found out that only Admins can use it. I could do it manually. It will take some time (currently 664 users have contributed or forked the hackclub/dns repo) and that is not the only reason why I will not do it Other things Also due to some unknown reasons the bot sometimes gets killed by the OOM Killer and I couldn’t figure out why it needs so much ram. Btw, 3h 10m where coded on my new MacBook Air (from flavortown) and because of the new keyboard layout it takes four times longer to write every line of code and the @ is killing me
I have done a lot in the 13 hours What I added I build a database migration system so that if I change some tables (which I do more then a should), a migration script is generated and on the next start executed so that I don’t have to manually update the db. Mentions Since the start of this project, I always wanted to mention the user, in my dns update message, which has done the changes. Which is easier to say than to make. Before this devlog I tried to do this by Slack APIs which didn’t work, so I thought where all of Hackclubs Users have there Slack Id and there GitHub account: Hackatime . I experimented which there API to find a way to get the slack id from an GitHub-account, which is sadly not possible. So I got back to Slack API and found a way: If I want to get an User I request the Slack API with the account name Then I go through every user id that I found and check the profile of it, if there GitHub profile matches my requested name, then I have the user id When a new changes is detected I look in the DB and check if there is a connection. There is only one problem: The api I use is heavily rate limited, so that I can currently check one user every 5 minutes, but it works. (Yeah I know 13 hours is to much, but I needed to finish this feature)
Changes Slack id finder I updated the GitHub to slack id finder, it now also search for messages, because the chance that someone sendet a link to his/her GitHub account is really high. Before this change I found from the 603 users only 70. After the change I found from 488 users, 234 which is near at 50% (some users are missing, because I couldn’t check does due the rate limiting from Slack). Records parsing Due a bug in the parsing logic more then half of the records in the repo are ignored. Like this one: test: - type: CNAME value: hackclub.com. The bug is - , the parser has read it as an list instead of an map so I missed 1018 records, it is now fixed. Ignoring I also added the possibility to ignore specific repos. Like this one. I use this to test my code locally without spamming the #dns-tracker channel. Next The next thing is to detect deleting records on any possible way (removing the lines, reseting head, merging, branch deleting, etc.) The image contains an proposals from @parth one of the Stardance developers, who adds an new domain staging.stardance.hackclub.com
Slack id finding The Programm now checks the follows the links in the slack profiles to check if the may redict to GitHub (because some hackclubbers habe www.github.com instead of GitHub.com, and some other use there own url shortener so that my program broke). And due this the number of found slack ids is the first time higher then the not found ( 310 to 276 ). Also if a found some new records and the author/commiter hasn’t been indexed, the program prioritize them so that I can hopefully send the message with the mentions. Link If the records I an A , AAAA , CNAME or ALIAS the link in the slack message is clickable so that you can directly open the page. I also added a link message to the GitHub repository where the change came from. Deleted records In my last devlog I said that I want to detect deleted and removed records. I tried that, but it is easier to say then to implement.
Previews I have a really cool new feature (actually it is really old, the first version was already working on the 26. 6. (two months ago), but I kinda forgot to write about it): Previews The problem is pretty simple: Imagine someone is adding a new record like super-cool-site.hackclub.com . The record is not merged yet, so the DNS record does not exist. Because of that you normally can’t just open the domain in your browser to check if the site is working. So how do I solve this? Well, to understand this you need to understand how the hostname actually works. When you open a site in your browser like hackclub.com , it resolves to an IP address, in this case 216.150.1.1 (owned by Vercel). But on Vercel many sites are hosted on the same IP, so how does Vercel know which site to serve. The Host Header The Host Header is a HTTP header which is automatically added by the browser and contains the original hostname that was requested in this case hackclub.com So the server can look at this header and then serve the correct page. With HTTPS it is a little bit more complicated, because the hostname is needed before the HTTP request even exists. This is where SNI comes in. I did some tricky and hacky stuff to make it work. How the preview works When a new proposal is detected, the Slack message now has a link next to the name of the proposal: https://dns-tracker.fantamomo.com/preview/<host> When the link is opened, my server looks in the database for the target IP or CNAME. Then it makes a request to the target, but instead of using the target hostname as the Host header, it uses the hostname from the proposal. So even tho super-cool-site.hackclub.com does not exist in DNS yet, the upstream server gets a request which looks like it came for super-cool-site.hackclub.com . Nearly all headers and the full body are passed through to the upstream server. When the response comes back, I check what it is. If it is a redirect and it targets the upstream server, I rewrite it so that it goes through the preview server. If it is anything besides HTML, I just pass it through. But if it is HTML, I parse the HTML and do two things: First I rewrite all links, relative or absolute, so that they point to the preview server instead of the real domain. I also inject the /preview/<host> path so my server knows what it is supposed to preview. Second I inject a small JS script which overrides the fetch function. This is needed because otherwise the website could load correctly, but JavaScript could still make requests directly to the real domain (which does not exist). The script is here if you are interested: proxied_fetch.js There is one problem While this allows the client to basically pretend that the DNS record already exists, it doesn’t work with every hosting provider. The problem is that the hosting provider itself may expect the domain to be configured before it serves the website. My server can make the requests like if the DNS record exists, but I can’t make the hosting provider believe that the domain really exists. More problems Another problem I have is that the program uses to much RAM, so much that it gets all the time killed by the Out-of-Memory-Killer. So I am going to investigate what exactly takes so much RAM. If I can’t find out or it actually needs that much, then I am going to request more RAM for my nest server. So until then, it is possible that the server gets killed, or change detection gets delayed. If you really need it, I recommend you to just wait 1-2 days until I fixed that, or ping me in Slack so that I can restart the server.
Since the last devlog, I have made some changes: Hosting Emojis, Memory improvements, better Proxy. And I am currently working on Site-Checker . Hosting Emojis When the target of a record matches the following hosting providers an emoji is displayed next to it in brackets: Orchard 🅰️ Coolify A 🅱️ Coolify B Vercel GitHub Pages Netlify Nest Cloudflare Pages This is done with regexes (see them here ) Memory improvement In my last devlog, I wrote that the program is always killed by the OOM-Killer because it uses too much RAM, that is now fixed. The problem was that for each commit I cached all records that exists at that commit, which was not only complete waste of resources, but also completely unnecessary because I didn’t use the cache afterwards. better Proxy There were also some improvements for the Proxy, such as blocking Permanent Redirects for unsafe Location headers and caching the HTTPS state for a site. Site Checker That is my new big feature for this project. It is going to check all the sites in the dns zones. And if it finds a problem it is going to send it to a special channel and write it in a slack list (see the attached image). The checker will check for problem in the DNS or server deployment. I already working on it. See the feature/site-chechker branch
I worked on the Site Checker System, and it is now ready enough. The Programm checks every site in the hackclub/dns repo. I makes a simple GET Request to it. I watch the request and wait for it to fail, than I check what exactly went wrong. Or if it was successful if read the response and check if it is maybe the site of a hosting provider which tells that the deployment could not be found ( example ). I also want to do this with other hosting providers like Orchard, the problem is Orchard does not give me enough information to be sure that it is orchard and not the deployment. When I figured that a site has a problem (or not) I do three things: I write it in the database (or delete it) I create/update/delete the row in the slack list ( view it in slack ) I write a message to the #dns-alerts channel The messages I write to #dns-alerts contains: the type of the message (new problem, updated problem or problem resolved) the link to the site the problem type (and I am really proud on this one, because it is colored and has the same style like the links or list items, see the screenshot, or join the channel , this is done vie the slack tag block ) The link to the list record unless it was resolved (because than the record does no longer exist)...
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1792670061.6217887
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1793274861.6217887
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4
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Untitled by @hannahlivingfield | Stardance
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hannahlivingfield
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @hannahlivingfield | Stardance
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1792763269.881471
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1793368069.881471
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5
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Stardust Guard by @Fantamomo | Stardance
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Fantamomo
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0
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0.0
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0
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[]
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[]
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Title: Stardust Guard by @Fantamomo | Stardance
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1792619270.2057807
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1793224070.2057807
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6
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Untitled project by @ | Stardance
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @ | Stardance
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1792511245.7749622
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1793116045.7749622
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7
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My first slack bot! by @ | Stardance
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @ | Stardance
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1792651948.3167899
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1793256748.3167899
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8
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ishowspeed by @ishowspeed | Stardance
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ishowspeed
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0
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26.0
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0
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[]
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[{"post_id": 37009, "ts": "202 [{"post_id": 37009, "ts": "2026-07-29T14:00:09Z", "hours": 26.0, "text": "blob blob , nothing ig awuhaiuwfhiauehfiauwhda"}]...
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Title: ishowspeed by @ishowspeed | Stardance
Devl Title: ishowspeed by @ishowspeed | Stardance
Devlogs:
blob blob , nothing ig awuhaiuwfhiauehfiauwhda...
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1791823261.293803
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1792687261.293803
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9
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Weather Index by @Shuflduf | Stardance
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Shuflduf
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0
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0.0
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0
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[]
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[]
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Title: Weather Index by @Shuflduf | Stardance
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1792562084.328779
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1793166884.328779
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10
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Arcade Mania by @ryankruger008 | Stardance
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ryankruger008
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0
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36.97
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0
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[]
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[{"post_id": 72978, "ts": "202 [{"post_id": 72978, "ts": "2026-09-24T04:47:41Z", "hours": 6.605, "text": "I have made Space Invaders successfully!, building it around a formation-based alien system with a CharacterBody2D player, grouped collision detection, and a Formation node that spawns rows of aliens, moves them as one unit, and steps them down and speeds them up as more get killed. Aliens fire back at random intervals, the player has lives with a brief invulnerability window after getting hit, and there are destructible shield blocks and a bonus UFO for extra points. I have integrated this with my original machine manager, so the game runs on the same flow as the pong game from before, attract mode when idle, countdown on start, and a continue system that spends a credit to keep a match going after a game over. Score, lives, and a persistent high score are all tracked and saved to disk. I am now going to move onto a simple snake game and then maybe even breakout? please leave suggestions."}, {"post_id": 69926, "ts": "2026-09-18T02:30:49Z", "hours": 1.6756, "text": "Today i have created a test space invaders game, it has a little bit of functionality and it works!"}, {"post_id": 68357, "ts": "2026-09-15T00:30:50Z", "hours": 6.4394, "text": "i have begun writing my devlogs per day in word but i forgot to give my last one so heres both in one. Today I have implemented the backend for a racing game for the arcade, I have utilized the characterbody3d controller with spherecast3d for the wheels to simulate suspension realistically (if it worked) I have had many issues with handling and stability so looking forward this concept will stay in the files if I have an idea how to improve but I am now going to move onto recreating space invaders. Today I have spent some time creating a spacewar remake with not much success with a few glitches. It has the ability to shoot bullets from both ends in the code but none of the actually shoot. The aliens then end up falling out of the world for some reason. I have cleaned up the code for the arcade machine manager to make it extendable to many other use cases using export variables to be able to easily adapt it."}, {"post_id": 61305, "ts": "2026-09-04T04:50:59Z", "hours": 2.0833, "text": "I have begun working on some of the main mechanics for the game and the game map itself, the game now has a credits ssytem that saves to your local system, by having this i can implement achievements and stuff down the road. I have fixed the pong game a bit and made it a lot more stable to play and made the ai work. It also has attract mode! i am doing all of this so i can easily replicate the systems throughout many machines using the same base scripts. I have added textures and made the graphics better also adding mountains. My next steps are finishing the first game and the mechanics to do with it and then moving onto the next game, please give me recommendations on slack or here :)"}, {"post_id": 54340, "ts": "2026-08-25T09:25:21Z", "hours": 4.9264, "text": "I have begun working on the arcade machine side of things it is very buggy at this stage but it works, there will be a lot of changes. 1. I have created a simple game of pong with a CPU character and one that you can control, it has scores, high scores (saved locally) and a countdown system. 2. The machine has a manager, this handles things such as the inputting of credits (currency for the machines that you can earn by doing things like high scores and stuff) and it handles the area3d node that detects that you are trying to play the machine (and insert credits), It also handles a simple attract mode with a blinking INSERT CREDIT text that is very horribly optimised but it works!. I have added in a wallet system that saves your credits and i have modelled a cool arcade machine. The next things i am going to work on is perfecting the game of pong, making the machine art for it, and then moving onto creating another game (possibly a racing game but not confirmed!)"}, {"post_id": 49287, "ts": "2026-08-18T00:24:45Z", "hours": 2.3928, "text": "I have begun transforming the aim and genre of the game, it is now going to be a game where you play arcade machines and stuff (using all the original maps and code i had already) i have created a simple area and optimised the player controller, the original protocol-z will also be a game in the arcade!"}, {"post_id": 11715, "ts": "2026-06-19T02:25:53Z", "hours": 1.3586, "text": "Today I worked on a few small issues and implemented a few things What I worked on: Fixed the player killing system, the player now effectively takes damageImplemented controller input and rumble supportFixed a AI performance issuebegan creating the base script for the inventory – you can now pick up and put items in your inventory What needs doing/fixing A usable UI for the inventoryImplement a death screen and a way to eat and drink to healbackend for the inventory"}, {"post_id": 10420, "ts": "2026-06-17T03:45:59Z", "hours": 8.5253, "text": "I have been working on the 3D modelling side of things to populate the game world for a few weeks now, I have modeled and rigged a zombie and a human using Rigify and i have modeled a town for the game as well. I also modeled a van that will be driveable within the game. There is a lot of room for improvement that will definitely be happening but i am now going to focus on the coding side of things before i finish the game map and stuff. I have no idea why it will only let me attach one image so i added in a image of my very “detailed” car"}, {"post_id": 655, "ts": "2026-06-02T05:27:56Z", "hours": 1.7719, "text": "I have begun making hoyuses for the map, i had no idea what i was doing so thats why it took me so long"}, {"post_id": 522, "ts": "2026-06-02T00:15:33Z", "hours": 1.1917, "text": "Began working on a map for the game! to be improved though, it is going to be in a city!"}]...
|
Title: Arcade Mania by @ryankruger008 | Stardance
Title: Arcade Mania by @ryankruger008 | Stardance
Devlogs:
Began working on a map for the game! to be improved though, it is going to be in a city!
I have begun making hoyuses for the map, i had no idea what i was doing so thats why it took me so long
I have been working on the 3D modelling side of things to populate the game world for a few weeks now, I have modeled and rigged a zombie and a human using Rigify and i have modeled a town for the game as well. I also modeled a van that will be driveable within the game. There is a lot of room for improvement that will definitely be happening but i am now going to focus on the coding side of things before i finish the game map and stuff. I have no idea why it will only let me attach one image so i added in a image of my very “detailed” car
Today I worked on a few small issues and implemented a few things What I worked on: Fixed the player killing system, the player now effectively takes damageImplemented controller input and rumble supportFixed a AI performance issuebegan creating the base script for the inventory – you can now pick up and put items in your inventory What needs doing/fixing A usable UI for the inventoryImplement a death screen and a way to eat and drink to healbackend for the inventory
I have begun transforming the aim and genre of the game, it is now going to be a game where you play arcade machines and stuff (using all the original maps and code i had already) i have created a simple area and optimised the player controller, the original protocol-z will also be a game in the arcade!
I have begun working on the arcade machine side of things it is very buggy at this stage but it works, there will be a lot of changes. 1. I have created a simple game of pong with a CPU character and one that you can control, it has scores, high scores (saved locally) and a countdown system. 2. The machine has a manager, this handles things such as the inputting of credits (currency for the machines that you can earn by doing things like high scores and stuff) and it handles the area3d node that detects that you are trying to play the machine (and insert credits), It also handles a simple attract mode with a blinking INSERT CREDIT text that is very horribly optimised but it works!. I have added in a wallet system that saves your credits and i have modelled a cool arcade machine. The next things i am going to work on is perfecting the game of pong, making the machine art for it, and then moving onto creating another game (possibly a racing game but not confirmed!)
I have begun working on some of the main mechanics for the game and the game map itself, the game now has a credits ssytem that saves to your local system, by having this i can implement achievements and stuff down the road. I have fixed the pong game a bit and made it a lot more stable to play and made the ai work. It also has attract mode! i am doing all of this so i can easily replicate the systems throughout many machines using the same base scripts. I have added textures and made the graphics better also adding mountains. My next steps are finishing the first game and the mechanics to do with it and then moving onto the next game, please give me recommendations on slack or here :)
i have begun writing my devlogs per day in word but i forgot to give my last one so heres both in one. Today I have implemented the backend for a racing game for the arcade, I have utilized the characterbody3d controller with spherecast3d for the wheels to simulate suspension realistically (if it worked) I have had many issues with handling and stability so looking forward this concept will stay in the files if I have an idea how to improve but I am now going to move onto recreating space invaders. Today I have spent some time creating a spacewar remake with not much success with a few glitches. It has the ability to shoot bullets from both ends in the code but none of the actually shoot. The aliens then end up falling out of the world for some reason. I have cleaned up the code for the arcade machine manager to make it extendable to many other use cases using export variables to be able to easily adapt it.
Today i have created a test space invaders game, it has a little bit of functionality and it works!
I have made Space Invaders successfully!, building it around a formation-based alien system with a CharacterBody2D player, grouped collision detection, and a Formation node that spawns rows of aliens, moves them as one unit, and steps them down and speeds them up as more get killed. Aliens fire back at random intervals, the player has lives with a brief invulnerability window after getting hit, and there are destructible shield blocks and a bonus UFO for extra points. I have integrated this with my original machine manager, so the game runs on the same flow as the pong game from before, attract mode when idle, countdown on start, and a continue system that spends a credit to keep a match going after a game over. Score, lives, and a persistent high score are all tracked and saved to disk. I am now going to move onto a simple snake game and then maybe even breakout? please leave suggestions....
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1792709627.8621466
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1793314427.8621466
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11
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AI by @AK47 | Stardance
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AK47
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0
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0.0
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0
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[]
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[]
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Title: AI by @AK47 | Stardance
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1792644761.5131526
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1793249561.5131526
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12
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My first slack bot! by @LTT | Stardance
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LTT
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @LTT | Stardance
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1792659042.4492254
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1793263842.4492254
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13
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Shellyfin by @xvcf | Stardance
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xvcf
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0
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0.0
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0
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[]
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[]
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Title: Shellyfin by @xvcf | Stardance
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1792694932.5605526
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1793299732.5605526
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15
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AI by @AK47 | Stardance
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AK47
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0
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0.0
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0
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[]
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[]
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Title: AI by @AK47 | Stardance
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1792716710.4878948
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1793321510.4878948
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17
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My first slack bot! by @Nitin | Stardance
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Nitin
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @Nitin | Stardance
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1792572551.0900316
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1793177351.0900316
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18
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Blaze quencher by @Aditya | Stardance
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Aditya
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0
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0.0
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0
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[]
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[]
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Title: Blaze quencher by @Aditya | Stardance
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1791825533.0272758
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1792689533.0272758
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19
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Hi by @AK47 | Stardance
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AK47
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0
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0.0
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0
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[]
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[]
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Title: Hi by @AK47 | Stardance
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1792497050.6042485
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1793101850.6042485
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20
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Pandora by @Floppy | Stardance
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Floppy
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0
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18.9
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0
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[]
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[{"post_id": 17557, "ts": "202 [{"post_id": 17557, "ts": "2026-06-28T11:58:05Z", "hours": 7.5911, "text": "Ik this devlog is quite a bit late but I worked on ALOT of stuff Here is a quick list of everything I did Worked on choosing the color pallet,fonts and all the other fun stuff Made a logo for Pandora Made a design system for Pandora Made a cool looking ascii background thingy Made the hero section of the website part Worked on some dashboard mockups"}, {"post_id": 14386, "ts": "2026-06-23T14:32:51Z", "hours": 3.9386, "text": "So if yall havent figured out yet, I am really bad at writing devlogs I kinda forget all that I did in this 4 hours as it was spread around 2 weeks but most it was on the design of it I have attached a quick sneak peak of one of the animations that would be in the hero section (hope it looks good I spent almost 2-3 hours on it )"}, {"post_id": 8500, "ts": "2026-06-14T04:11:46Z", "hours": 4.405, "text": "Second devlog So idk how I spent 4 hours already but I have mostly worked on implementing the pipline,enrichers and alot of backend stuff So far I actually implemented the database schema and defined the types and I would say the end-end pipeline from source to DB is almost done and would just need a bit of fine tuning and model selection I’m planning on adding some actual sources (which I would prob keep private for now) once the web UI is done"}, {"post_id": 7533, "ts": "2026-06-12T16:08:42Z", "hours": 2.9614, "text": "So now that LLMs are good(ish) to find actual serious vulns in software like Copy Fail,Fragnesia,Zcash exploit,etc and now mythos(or fable to be exact) its very obvious that vulns would become much more common And getting info about the absolutely new vulns is not trivial and are often seen of X,Youtube or other stuff. I decided to build a platform that would be able to find and classify new info from pretty much everywhere on the internet I first had this idea back when mythos was a first “leaked” and the whole world went crazy with antrophic claims of how its about to “change” cybersecurity I’ve been planning out the design spec for almost a month now and finally had the time to actually start working on it And after procrastinating for quite a while I’m finally done with the design!!! The time spent on this devlogs accounts for the defining what pandora is and all the under the hood stuff, scaffolding the the repo and making sure my agents dont go schizo and generate slop (yes I used AI for alot of stuff 😔 but ig its the future) Oh I also spent a good amount of time manually making the cool banner and gif! (not tracked)"}]...
|
Title: Pandora by @Floppy | Stardance
Devlogs:
So Title: Pandora by @Floppy | Stardance
Devlogs:
So now that LLMs are good(ish) to find actual serious vulns in software like Copy Fail,Fragnesia,Zcash exploit,etc and now mythos(or fable to be exact) its very obvious that vulns would become much more common And getting info about the absolutely new vulns is not trivial and are often seen of X,Youtube or other stuff. I decided to build a platform that would be able to find and classify new info from pretty much everywhere on the internet I first had this idea back when mythos was a first “leaked” and the whole world went crazy with antrophic claims of how its about to “change” cybersecurity I’ve been planning out the design spec for almost a month now and finally had the time to actually start working on it And after procrastinating for quite a while I’m finally done with the design!!! The time spent on this devlogs accounts for the defining what pandora is and all the under the hood stuff, scaffolding the the repo and making sure my agents dont go schizo and generate slop (yes I used AI for alot of stuff 😔 but ig its the future) Oh I also spent a good amount of time manually making the cool banner and gif! (not tracked)
Second devlog So idk how I spent 4 hours already but I have mostly worked on implementing the pipline,enrichers and alot of backend stuff So far I actually implemented the database schema and defined the types and I would say the end-end pipeline from source to DB is almost done and would just need a bit of fine tuning and model selection I’m planning on adding some actual sources (which I would prob keep private for now) once the web UI is done
So if yall havent figured out yet, I am really bad at writing devlogs I kinda forget all that I did in this 4 hours as it was spread around 2 weeks but most it was on the design of it I have attached a quick sneak peak of one of the animations that would be in the hero section (hope it looks good I spent almost 2-3 hours on it )
Ik this devlog is quite a bit late but I worked on ALOT of stuff Here is a quick list of everything I did Worked on choosing the color pallet,fonts and all the other fun stuff Made a logo for Pandora Made a design system for Pandora Made a cool looking ascii background thingy Made the hero section of the website part Worked on some dashboard mockups...
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1792637333.571829
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1793242133.571829
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21
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My first slack bot! by @Sushmita | Stardance
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Sushmita
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0
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0.28
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0
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[]
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[{"post_id": 137, "ts": "2026- [{"post_id": 137, "ts": "2026-05-31T22:29:36Z", "hours": 0.2789, "text": "I got started on the Make Your Own Slack Bot tutorial! I looked into Node.js and got started on a few commands (I made a Discord bot in Python before and the syntax looks really similar!)"}]...
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Title: My first slack bot! by @Sushmita | Stardanc Title: My first slack bot! by @Sushmita | Stardance
Devlogs:
I got started on the Make Your Own Slack Bot tutorial! I looked into Node.js and got started on a few commands (I made a Discord bot in Python before and the syntax looks really similar!)...
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1792565506.2091198
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1793170306.2091198
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22
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LIME by @el4s | Stardance
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el4s
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0
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0.0
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0
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[]
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[]
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Title: LIME by @el4s | Stardance
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1792748867.5563192
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1793353667.5563192
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23
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SAGE by @stellenium | Stardance
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stellenium
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0
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0.0
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0
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[]
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[]
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Title: SAGE by @stellenium | Stardance
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1791820137.0003424
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1792684137.0003424
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24
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NFC card by @nok | Stardance
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nok
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0
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0.0
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0
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[]
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[]
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Title: NFC card by @nok | Stardance
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1792734839.2569597
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1793339639.2569597
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25
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Webby by @Sushmita | Stardance
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Sushmita
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0
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0.0
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0
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[]
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[]
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Title: Webby by @Sushmita | Stardance
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1792547610.6287594
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1793152410.6287594
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26
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StarCLI by @Lachlan | Stardance
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Lachlan
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0
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0.0
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0
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[]
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[]
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Title: StarCLI by @Lachlan | Stardance
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1792785053.5911057
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1793389853.5911057
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27
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Stardance Utils by @Hridya | Stardance
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Hridya
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0
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35.15
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0
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[]
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[{"post_id": 15726, "ts": "202 [{"post_id": 15726, "ts": "2026-06-25T16:22:49Z", "hours": 2.1933, "text": "Fixes Fixed testflight building & publishing fixed firefox scrolling and published that and fixed other bug fixes"}, {"post_id": 9451, "ts": "2026-06-15T20:19:32Z", "hours": 1.8658, "text": "Testflight autopublishing, bug fixes, collapsed devlogs Testflight now autodeploys with chrome webstore and firefox store, so safari users also have regular updates w/o me building & deploying manually Bug fixes with AI checks in firefox, and like untoggleable keep orders in sidebar etc. and auto publishing detection for versions fixed Collapsible devlogs for long ones show more/show less"}, {"post_id": 7545, "ts": "2026-06-12T16:31:11Z", "hours": 3.81, "text": "Changelog, theming, bug fixes, improvements Changelog, add to devlog, has multiple formatting options and supports branches as well. Themed rate page A lot of performance improvements to the website focusing on reducing load because of the galaxy bg and cubes. Command palette now has stardance utils options like change font pairing, theme, etc. and some other bug fixes & improvements with bugs reported by users. Changelog improvements ( 8be79e9 ) more speeed ( 6ca07c7 ) speeed ( e97a3f2 ) performance ( b4ffca0 ) some more bug fixes ( d82efb7 ) performance & bug fixes ( c4844f9 ) fix selectors for global feeds ( d10135f ) zooming ( 31fe643 )"}, {"post_id": 5128, "ts": "2026-06-08T20:22:42Z", "hours": 0.4969, "text": "Syncing & devlog zoom Implemented syncing of goals, theme, fonts etc. across chrome account/firefox account. also did sharding of goals, as about 12 goals exceeds quota of syncing for chrome so added sharding to work with that. Also changed check AI to a robot svg and added a zoom in to see devlog images better when they have small details!"}, {"post_id": 5014, "ts": "2026-06-08T17:44:17Z", "hours": 1.5442, "text": "Auto publishing + safari build Setup a github workflow, so when i start working on new version, old version is automatically published to chrome webstore & mozilla addons through API, so i don’t need to press like 4 extra buttons on each to do so. Also built & submitted extension to app store so my safari users can use it easier than building it themselves."}, {"post_id": 4454, "ts": "2026-06-07T19:35:59Z", "hours": 4.1611, "text": "Onboarding Made a detailed onboarding flow to help users to be aware of and understand Stardance Utils features. Also made several performance improvements to the website."}, {"post_id": 3682, "ts": "2026-06-06T18:49:22Z", "hours": 2.5978, "text": "Website! Finally made a showcase website for Stardance Utils. Added some fun UI stuff like the hover cubes, and the galaxy background! Added sections for past projects/reviews too so the page has a little more proof behind it and less trust me bro cough cough"}, {"post_id": 2857, "ts": "2026-06-05T18:27:31Z", "hours": 5.5658, "text": "Shop Improvements Major shop changes: Removed the popular carousel Made All items the default view and moved categories into a filter Improved the Goals and Your Orders sidebar spacing and UI Added cumulative and individual goal progress Added background progress bars per item and an overall progress bar Added estimated time remaining for each goal and a total time estimate Added the option to remove the Goals sidebar and show Goals as a top section instead Added the option to show or hide Your Orders in the sidebar, or use it as a link (Longest devlog yet, website coming up next!)"}, {"post_id": 1601, "ts": "2026-06-03T18:46:19Z", "hours": 0.3131, "text": "Pinned projects Pin the projects you work on the most for easy access!"}, {"post_id": 1589, "ts": "2026-06-03T18:23:25Z", "hours": 2.2786, "text": "Markdown toolbar, live preview! Toolbar with all markdown that is supported (except images, PR to be merged soon?) Live preview of the markdown in your devlogs! Fixing some bugs with AI detection (support of locales like FR-fr, etc)"}, {"post_id": 1082, "ts": "2026-06-02T21:58:20Z", "hours": 0.6494, "text": "Refactor & cleanup Split 3k+ lines of content.js into modularized files, projects.js and others to manage code quality better. (Last time it went to 10k+ lines in 1 file and i don’t want to repeat that) Cleaned up some inline styles and reorganized into styles.css Updated readme with latest features"}, {"post_id": 892, "ts": "2026-06-02T16:50:13Z", "hours": 2.2256, "text": "AI image detection Live on webstore now: https://chromewebstore.google.com/detail/stardance-utils/kapdpeddcghffhildgnbbdnaedeebdoj So, started out with C2PA, got it working with wasm through the extension but then realized that it won’t work since C2PA is lost in upload to stardance, therefore i switched to using https://openai.com/research/verify/ in a background job when check AI is clicked."}, {"post_id": 435, "ts": "2026-06-01T20:45:36Z", "hours": 1.8744, "text": "Themes Make stardance look different, all catpuccin accents and other themes now live! Started work on AI detection for devlog images & banners."}, {"post_id": 319, "ts": "2026-06-01T16:21:51Z", "hours": 1.2333, "text": "Slack emojis support So, slack emojis should work, however there’s a bug with post markdown that causes it not to. I’m going to PR a fix and then you can use slack emojis in devlogs!"}, {"post_id": 272, "ts": "2026-06-01T14:32:17Z", "hours": 0.3925, "text": "Devlog drafts! Don’t lose your devlogs, because now they’re saved locally. (Note: this only includes the devlog text, not images)"}, {"post_id": 180, "ts": "2026-06-01T06:00:30Z", "hours": 0.2944, "text": "Inline devlog editing You can now edit devlogs inline, without having to be redirected Added feature list to readme and early stage webstore link"}, {"post_id": 177, "ts": "2026-06-01T05:37:51Z", "hours": 0.9578, "text": "Speak your Devlogs! Tired of typing? Want to just speak out your devlog? Well now you can do that with stardance utils. In fact I fully spoke out this devlog, and your wpm is always higher with speaking (probably) Also, I did some improvements to the styling of ship button."}, {"post_id": 126, "ts": "2026-05-31T21:06:59Z", "hours": 0.7456, "text": "Project page improvements! inline devlogging, so you don’t need to click a button duplicate edit button removed ship button moved to top of hero which is more convienent"}, {"post_id": 95, "ts": "2026-05-31T18:09:13Z", "hours": 1.9536, "text": "Sidebar improvements! Choose out of 11 curated font pairings, or make your custom one with any font from google fonts! Reorder your sidebar tabs how you prefer them!"}]...
|
Title: Stardance Utils by @Hridya | Stardance
Dev Title: Stardance Utils by @Hridya | Stardance
Devlogs:
Sidebar improvements! Choose out of 11 curated font pairings, or make your custom one with any font from google fonts! Reorder your sidebar tabs how you prefer them!
Project page improvements! inline devlogging, so you don’t need to click a button duplicate edit button removed ship button moved to top of hero which is more convienent
Speak your Devlogs! Tired of typing? Want to just speak out your devlog? Well now you can do that with stardance utils. In fact I fully spoke out this devlog, and your wpm is always higher with speaking (probably) Also, I did some improvements to the styling of ship button.
Inline devlog editing You can now edit devlogs inline, without having to be redirected Added feature list to readme and early stage webstore link
Devlog drafts! Don’t lose your devlogs, because now they’re saved locally. (Note: this only includes the devlog text, not images)
Slack emojis support So, slack emojis should work, however there’s a bug with post markdown that causes it not to. I’m going to PR a fix and then you can use slack emojis in devlogs!
Themes Make stardance look different, all catpuccin accents and other themes now live! Started work on AI detection for devlog images & banners.
AI image detection Live on webstore now: https://chromewebstore.google.com/detail/stardance-utils/kapdpeddcghffhildgnbbdnaedeebdoj So, started out with C2PA, got it working with wasm through the extension but then realized that it won’t work since C2PA is lost in upload to stardance, therefore i switched to using https://openai.com/research/verify/ in a background job when check AI is clicked.
Refactor & cleanup Split 3k+ lines of content.js into modularized files, projects.js and others to manage code quality better. (Last time it went to 10k+ lines in 1 file and i don’t want to repeat that) Cleaned up some inline styles and reorganized into styles.css Updated readme with latest features
Markdown toolbar, live preview! Toolbar with all markdown that is supported (except images, PR to be merged soon?) Live preview of the markdown in your devlogs! Fixing some bugs with AI detection (support of locales like FR-fr, etc)
Pinned projects Pin the projects you work on the most for easy access!
Shop Improvements Major shop changes: Removed the popular carousel Made All items the default view and moved categories into a filter Improved the Goals and Your Orders sidebar spacing and UI Added cumulative and individual goal progress Added background progress bars per item and an overall progress bar Added estimated time remaining for each goal and a total time estimate Added the option to remove the Goals sidebar and show Goals as a top section instead Added the option to show or hide Your Orders in the sidebar, or use it as a link (Longest devlog yet, website coming up next!)
Website! Finally made a showcase website for Stardance Utils. Added some fun UI stuff like the hover cubes, and the galaxy background! Added sections for past projects/reviews too so the page has a little more proof behind it and less trust me bro cough cough
Onboarding Made a detailed onboarding flow to help users to be aware of and understand Stardance Utils features. Also made several performance improvements to the website.
Auto publishing + safari build Setup a github workflow, so when i start working on new version, old version is automatically published to chrome webstore & mozilla addons through API, so i don’t need to press like 4 extra buttons on each to do so. Also built & submitted extension to app store so my safari users can use it easier than building it themselves.
Syncing & devlog zoom Implemented syncing of goals, theme, fonts etc. across chrome account/firefox account. also did sharding of goals, as about 12 goals exceeds quota of syncing for chrome so added sharding to work with that. Also changed check AI to a robot svg and added a zoom in to see devlog images better when they have small details!
Changelog, theming, bug fixes, improvements Changelog, add to devlog, has multiple formatting options and supports branches as well. Themed rate page A lot of performance improvements to the website focusing on reducing load because of the galaxy bg and cubes. Command palette now has stardance utils options like change font pairing, theme, etc. and some other bug fixes & improvements with bugs reported by users. Changelog improvements ( 8be79e9 ) more speeed ( 6ca07c7 ) speeed ( e97a3f2 ) performance ( b4ffca0 ) some more bug fixes ( d82efb7 ) performance & bug fixes ( c4844f9 ) fix selectors for global feeds ( d10135f ) zooming ( 31fe643 )
Testflight autopublishing, bug fixes, collapsed devlogs Testflight now autodeploys with chrome webstore and firefox store, so safari users also have regular updates w/o me building & deploying manually Bug fixes with AI checks in firefox, and like untoggleable keep orders in sidebar etc. and auto publishing detection for versions fixed Collapsible devlogs for long ones show more/show less
Fixes Fixed testflight building & publishing fixed firefox scrolling and published that and fixed other bug fixes...
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1792806579.1208222
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1793411379.1208222
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28
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Slack Bot by @Sushmita | Stardance
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Sushmita
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0
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0.0
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0
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[]
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[]
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Title: Slack Bot by @Sushmita | Stardance
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1791822473.5685487
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1792686473.5685487
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30
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Multi Drive by @Tejas | Stardance
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Tejas
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0
|
0.0
|
0
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[]
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[]
|
Title: Multi Drive by @Tejas | Stardance
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1792536842.181294
|
1793400842.181294
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|
31
|
Serv0 by @RR | Stardance
|
RR
|
0
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31.92
|
0
|
[]
|
[{"post_id": 22641, "ts": "202 [{"post_id": 22641, "ts": "2026-07-05T06:03:39Z", "hours": 2.9081, "text": "ITS FINALLY DONE Finished up the panels and then shipped the thing"}, {"post_id": 21473, "ts": "2026-07-03T13:18:57Z", "hours": 3.4169, "text": "ITS SO CLOSEEEEEEEEEEEEEEEEEEE. Anyway, I made tensioners and just general random things. Skirts are done, electronics cover is done, the motor mounts actually have a way to attach to the frame in a solid way, I setup the bed heater drawing, and had a decent time. I also did a little bit of looking into panel costs and, apparently, I could put 1/8” steel panels all around this thing for like $100 total. Pretty nice!"}, {"post_id": 21353, "ts": "2026-07-03T07:42:24Z", "hours": 3.8003, "text": "Toolhead :3 Honestly, I don’t hate it. Managed to leave Lookout paused for 2 hours of this because I’m a bit dum, of which I just tweaked the ducts over and over. They’re pretty much as large as I could get them and I like them. The tips are eh, I’ll be changing it to sweep front to back Eventually ™️ This is potentially the thinnest CPAP compatible UHF toolhead, too? It’s the same width as an MGN12 rail, ignoring the protoxtruder mounting. If I switched to a Sherpa Mini with a micro bowden, I could have it fully within the MGN12 all the way up. Pretty cool!"}, {"post_id": 20648, "ts": "2026-07-02T09:23:16Z", "hours": 1.2569, "text": "Well. This thing sure is a toolhead carriage. It’s based off of Ruiqi Mao’s Carveoff toolhead belt clips, because they’re really nice. Just built more for FDM printing now, rather than CNC milled. Managed to also leave Lookout paused for about an hour of working on this total, so that sucks. Oh well. Surprisingly, I don’t entirely hate this carriage. Putting a hotend and extruder on it is…..an interesting task, and one that can definitely be done better. However, I just need to get this thing designed and ordered. then I can redo the toolhead to be competent. My terrible toolhead for this carriage is also shown. It’s really bad. Might work a little though"}, {"post_id": 20592, "ts": "2026-07-02T06:36:08Z", "hours": 2.3739, "text": "Bed! Z Axis! It wasn’t that bad! I was kinda dreading this, honestly. Last time I made a z-axis for a corexy printer, it was…bad. We don’t talk about Monstrosity. However, I’m much much much better at CAD now! Master sketching & in-context part studios made this really easy to line everything up perfectly and get things to line up really nicely. Nicely space efficient & should be decently rigid. Probably could’ve fit triple z in, but that’s a bit harder to design and more expensive. This lil guy has a total of 2 printed parts holding the bed and it’s extrusion frame, which I think is good. Multiple parts means lining things up, a single part means it’s either lined up or the screws don’t go in."}, {"post_id": 20429, "ts": "2026-07-02T00:53:24Z", "hours": 4.7172, "text": "Made some front idlers :3 Had a decent time, also started on the z axis. The idlers are a bit sketchy but I think they’ll come out half decent."}, {"post_id": 15466, "ts": "2026-06-25T04:39:27Z", "hours": 0.7167, "text": "New mount: successfully made! Overall I don’t hate it. Rigidity will be interesting, but I knew that coming in to this. Was able to reuse a lot of sketches and just slapped a couple extra on for things like the front bolt heat set mount thingy. theoretical max travel is now 120.35126. Going to probably try and squeeze another 2mm out."}, {"post_id": 15452, "ts": "2026-06-25T03:48:54Z", "hours": 2.7022, "text": "Gantry design is hard. Light blue part on the left side of the image is the new mount. Fun fact; as part of making this mount I learned that my master sketch was slightly off and in fixing this I made literally every existing part change. Parametric is magical and made it not too annoying to fix, but still. An annoying and confusing half hour. The bearings actually hold the belt in the right spot now, though, so that’s good. Now is when the second photo comes in to play. This is the theoretical absolute maximum travel possible…108mm So now I get to chop the front 12mm off of the mount. Not sure if I should just…remake it from scratch, or what. Might just cut it and one of the part studios will be cooked."}, {"post_id": 10782, "ts": "2026-06-17T18:10:51Z", "hours": 0.6836, "text": "working on the gantry!! i’m trying really really hard to make this thing AS SMALL AS POSSIBLE, without compromising on the mechanical foundation. the normal v0 uses an MGN7H for the Y rails…I don’t like anything under MGN9. So I’m using MGN12. These are notably larger, but they are MUCH more rigid. Considering my gantry has a theoretical power output of >2,000 watts, I want the rigidity. This is going to end up being the most overbuilt v0 on the planet."}, {"post_id": 10454, "ts": "2026-06-17T05:52:15Z", "hours": 0.55, "text": "So these extruders are huge, lol. I’ve been planning to use the BoomBox extruder because I love the thing and want to support James Pray. I almost designed my own, and in fact spent a while trying to, but ended up realizing nema 17’s are cheaper than I thought and I could just use the glorious BoomBox. Unfortunately, I need 4 of them. Which is huge, apparently. Whoops."}, {"post_id": 10444, "ts": "2026-06-17T05:17:58Z", "hours": 8.7908, "text": "Long devlog I know, hardware support has been iffy so here we are lol. I’ve done a lot in this 8h45m, though! This has been entirely focused on gantry work. I’ve gone through so, so, so many revisions. Most of them pretty bad. I’m finally somewhere I’m actually proud of, though! This is what I call the “drive unit”. It’s 2 sheets of 1/4” lasercut steel with dual Rev Robotics NEO v1.1 motors strapped to it. It’s also got a very simplistic belt path designed after the Pandora gantry, except with some insane tensioning capabilities. I still need to finish the drive unit, the tensioner isn’t complete yet. Overally, turns out if you give a Voron v0 a really large backpack, it pretty happily will take 1kw motors. Who knew?"}]...
|
Title: Serv0 by @RR | Stardance
Devlogs:
Long dev Title: Serv0 by @RR | Stardance
Devlogs:
Long devlog I know, hardware support has been iffy so here we are lol. I’ve done a lot in this 8h45m, though! This has been entirely focused on gantry work. I’ve gone through so, so, so many revisions. Most of them pretty bad. I’m finally somewhere I’m actually proud of, though! This is what I call the “drive unit”. It’s 2 sheets of 1/4” lasercut steel with dual Rev Robotics NEO v1.1 motors strapped to it. It’s also got a very simplistic belt path designed after the Pandora gantry, except with some insane tensioning capabilities. I still need to finish the drive unit, the tensioner isn’t complete yet. Overally, turns out if you give a Voron v0 a really large backpack, it pretty happily will take 1kw motors. Who knew?
So these extruders are huge, lol. I’ve been planning to use the BoomBox extruder because I love the thing and want to support James Pray. I almost designed my own, and in fact spent a while trying to, but ended up realizing nema 17’s are cheaper than I thought and I could just use the glorious BoomBox. Unfortunately, I need 4 of them. Which is huge, apparently. Whoops.
working on the gantry!! i’m trying really really hard to make this thing AS SMALL AS POSSIBLE, without compromising on the mechanical foundation. the normal v0 uses an MGN7H for the Y rails…I don’t like anything under MGN9. So I’m using MGN12. These are notably larger, but they are MUCH more rigid. Considering my gantry has a theoretical power output of >2,000 watts, I want the rigidity. This is going to end up being the most overbuilt v0 on the planet.
Gantry design is hard. Light blue part on the left side of the image is the new mount. Fun fact; as part of making this mount I learned that my master sketch was slightly off and in fixing this I made literally every existing part change. Parametric is magical and made it not too annoying to fix, but still. An annoying and confusing half hour. The bearings actually hold the belt in the right spot now, though, so that’s good. Now is when the second photo comes in to play. This is the theoretical absolute maximum travel possible…108mm So now I get to chop the front 12mm off of the mount. Not sure if I should just…remake it from scratch, or what. Might just cut it and one of the part studios will be cooked.
New mount: successfully made! Overall I don’t hate it. Rigidity will be interesting, but I knew that coming in to this. Was able to reuse a lot of sketches and just slapped a couple extra on for things like the front bolt heat set mount thingy. theoretical max travel is now 120.35126. Going to probably try and squeeze another 2mm out.
Made some front idlers :3 Had a decent time, also started on the z axis. The idlers are a bit sketchy but I think they’ll come out half decent.
Bed! Z Axis! It wasn’t that bad! I was kinda dreading this, honestly. Last time I made a z-axis for a corexy printer, it was…bad. We don’t talk about Monstrosity. However, I’m much much much better at CAD now! Master sketching & in-context part studios made this really easy to line everything up perfectly and get things to line up really nicely. Nicely space efficient & should be decently rigid. Probably could’ve fit triple z in, but that’s a bit harder to design and more expensive. This lil guy has a total of 2 printed parts holding the bed and it’s extrusion frame, which I think is good. Multiple parts means lining things up, a single part means it’s either lined up or the screws don’t go in.
Well. This thing sure is a toolhead carriage. It’s based off of Ruiqi Mao’s Carveoff toolhead belt clips, because they’re really nice. Just built more for FDM printing now, rather than CNC milled. Managed to also leave Lookout paused for about an hour of working on this total, so that sucks. Oh well. Surprisingly, I don’t entirely hate this carriage. Putting a hotend and extruder on it is…..an interesting task, and one that can definitely be done better. However, I just need to get this thing designed and ordered. then I can redo the toolhead to be competent. My terrible toolhead for this carriage is also shown. It’s really bad. Might work a little though
Toolhead :3 Honestly, I don’t hate it. Managed to leave Lookout paused for 2 hours of this because I’m a bit dum, of which I just tweaked the ducts over and over. They’re pretty much as large as I could get them and I like them. The tips are eh, I’ll be changing it to sweep front to back Eventually ™️ This is potentially the thinnest CPAP compatible UHF toolhead, too? It’s the same width as an MGN12 rail, ignoring the protoxtruder mounting. If I switched to a Sherpa Mini with a micro bowden, I could have it fully within the MGN12 all the way up. Pretty cool!
ITS SO CLOSEEEEEEEEEEEEEEEEEEE. Anyway, I made tensioners and just general random things. Skirts are done, electronics cover is done, the motor mounts actually have a way to attach to the frame in a solid way, I setup the bed heater drawing, and had a decent time. I also did a little bit of looking into panel costs and, apparently, I could put 1/8” steel panels all around this thing for like $100 total. Pretty nice!
ITS FINALLY DONE Finished up the panels and then shipped the thing...
|
1792684350.9197447
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1793289150.9197447
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33
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Frictionless by @kubki | Stardance
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kubki
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0
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0.0
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0
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[]
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[]
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Title: Frictionless by @kubki | Stardance
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1792623119.328337
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1793227919.328337
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34
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Untitled by @Shuflduf | Stardance
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Shuflduf
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Shuflduf | Stardance
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1792705736.0804818
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1793310536.0804818
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35
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Untitled project by @Kyle | Stardance
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Kyle
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @Kyle | Stardance
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1792587310.9896154
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1793192110.9896154
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36
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Untitled by @Shuflduf | Stardance
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Shuflduf
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Shuflduf | Stardance
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1792749086.0221136
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1793353886.0221136
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37
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Untitled by @Shuflduf | Stardance
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Shuflduf
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Shuflduf | Stardance
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1792511499.558582
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1793116299.558582
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38
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Untitled by @Shuflduf | Stardance
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Shuflduf
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Shuflduf | Stardance
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1792507898.7495499
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1793112698.7495499
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39
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Untitled by @Shuflduf | Stardance
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Shuflduf
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Shuflduf | Stardance
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1792619666.0700538
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1793224466.0700538
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40
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Untitled by @Shuflduf | Stardance
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Shuflduf
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Shuflduf | Stardance
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1792572509.1159275
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1793177309.1159275
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41
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Untitled by @Shuflduf | Stardance
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Shuflduf
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Shuflduf | Stardance
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1792626507.713799
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1793231307.713799
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42
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PIXORPHEUS by @Gabin | Stardance
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Gabin
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0
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0.0
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0
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[]
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[{"post_id": 961, "ts": "2026- [{"post_id": 961, "ts": "2026-06-02T18:52:24Z", "hours": 0.0, "text": "Added a full help channel ticket system to pixorpheus, the bot I’m building for my YSWS program. The bot now automatically creates support tickets when someone posts in the help channel, notifies the support team in a private channel, and lets helpers resolve tickets with a button. Started by reading through the nephthys source code (Hack Club’s open-source support bot) to understand how help channel bots work architecturally. Studied the ticket lifecycle, macro system, and database schema, then designed my own simplified version in JavaScript using Bolt.js, instead of using python like nephtys. Set up a PostgreSQL database on Neon, wrote the schema, and connected it to the bot. Migrated hosting from Nest to Railway for proper always-on deployment with automatic GitHub deploys. Ran into a few interesting issues along the way: Socket Mode vs HTTP mode : Railway doesn’t support WebSocket-based Socket Mode, so I switched to standard HTTP and configured the Slack Event Subscriptions and Interactivity URLs accordingly 502 errors : Railway was routing traffic to the wrong port; fixed by explicitly setting PORT=3000 Duplicate events : Slack sometimes sends the same event twice, causing duplicate ticket inserts; handled with a ON CONFLICT DO NOTHING in the DB Also added 11 slash commands (/pixl-ping, /pixl-stats, /pixl-roll, etc.) and a permission system so only helpers or support team members can resolve tickets. Tools used Claude & GitHub Copilot for looking up Bolt.js API docs and debugging error messages (~8 min total on Hackatime), mostly used to quickly read through unfamiliar error logs and API references rather than writing code What’s next !! Fix remaining edge cases where some messages don’t trigger ticket creation Add stale ticket auto-close Add a /pixl-ticket command to manually create tickets"}, {"post_id": 251, "ts": "2026-06-01T12:57:38Z", "hours": 0.0, "text": "I followed the guide and added the first command for my SLACK bot. for the moment it has only /pixl-joke /pixl-help /pixl-catfact and I will add more later. I only spent 20m on hackatime but spent like 1h trying to understand the different terminal I had to go through to setup nest, git push etc. I had a problem and first asked people why my bot wasn’t loading on nest server but after asking claude, I found out it was because the file with working directory was on /root and not /home.pixorpheus !"}]...
|
Title: PIXORPHEUS by @Gabin | Stardance
Devlogs:
Title: PIXORPHEUS by @Gabin | Stardance
Devlogs:
I followed the guide and added the first command for my SLACK bot. for the moment it has only /pixl-joke /pixl-help /pixl-catfact and I will add more later. I only spent 20m on hackatime but spent like 1h trying to understand the different terminal I had to go through to setup nest, git push etc. I had a problem and first asked people why my bot wasn’t loading on nest server but after asking claude, I found out it was because the file with working directory was on /root and not /home.pixorpheus !
Added a full help channel ticket system to pixorpheus, the bot I’m building for my YSWS program. The bot now automatically creates support tickets when someone posts in the help channel, notifies the support team in a private channel, and lets helpers resolve tickets with a button. Started by reading through the nephthys source code (Hack Club’s open-source support bot) to understand how help channel bots work architecturally. Studied the ticket lifecycle, macro system, and database schema, then designed my own simplified version in JavaScript using Bolt.js, instead of using python like nephtys. Set up a PostgreSQL database on Neon, wrote the schema, and connected it to the bot. Migrated hosting from Nest to Railway for proper always-on deployment with automatic GitHub deploys. Ran into a few interesting issues along the way: Socket Mode vs HTTP mode : Railway doesn’t support WebSocket-based Socket Mode, so I switched to standard HTTP and configured the Slack Event Subscriptions and Interactivity URLs accordingly 502 errors : Railway was routing traffic to the wrong port; fixed by explicitly setting PORT=3000 Duplicate events : Slack sometimes sends the same event twice, causing duplicate ticket inserts; handled with a ON CONFLICT DO NOTHING in the DB Also added 11 slash commands (/pixl-ping, /pixl-stats, /pixl-roll, etc.) and a permission system so only helpers or support team members can resolve tickets. Tools used Claude & GitHub Copilot for looking up Bolt.js API docs and debugging error messages (~8 min total on Hackatime), mostly used to quickly read through unfamiliar error logs and API references rather than writing code What’s next !! Fix remaining edge cases where some messages don’t trigger ticket creation Add stale ticket auto-close Add a /pixl-ticket command to manually create tickets...
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1791826811.333287
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1792690811.333287
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43
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Untitled by @Shuflduf | Stardance
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Shuflduf
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Shuflduf | Stardance
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1792569028.7095969
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1793173828.7095969
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44
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NFC card! by @nok | Stardance
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nok
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0
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0.26
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0
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[]
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[{"post_id": 77, "ts": "2026-0 [{"post_id": 77, "ts": "2026-05-31T16:57:52Z", "hours": 0.2578, "text": "did some research, added pi zero 2w and FPC in schematic, planning to add a small eink screen in the card :)"}]...
|
Title: NFC card! by @nok | Stardance
Devlogs:
did Title: NFC card! by @nok | Stardance
Devlogs:
did some research, added pi zero 2w and FPC in schematic, planning to add a small eink screen in the card :)...
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1792705729.8896189
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1793310529.8896189
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45
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Untitled by @Shuflduf | Stardance
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Shuflduf
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Shuflduf | Stardance
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1792770786.8031948
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1793375586.8031948
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46
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3d lego set by @afiaava | Stardance
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afiaava
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0
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0.0
|
0
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[]
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[]
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Title: 3d lego set by @afiaava | Stardance
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1792673465.694815
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1793278265.694815
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47
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Untitled by @Shuflduf | Stardance
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Shuflduf
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Shuflduf | Stardance
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1792756617.703188
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1793361417.703188
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48
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Untitled by @Shuflduf | Stardance
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Shuflduf
|
0
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0.0
|
0
|
[]
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[]
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Title: Untitled by @Shuflduf | Stardance
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1792515287.6914926
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1793120087.6914926
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49
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WarioWare Game by @julia | Stardance
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julia
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0
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0.0
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0
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[]
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[]
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Title: WarioWare Game by @julia | Stardance
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1792716707.0539868
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1793321507.0539868
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50
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Untitled by @Shuflduf | Stardance
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Shuflduf
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Shuflduf | Stardance
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1792507967.2254012
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1793112767.2254012
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51
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Indoor UWB positioning with PSN connection by @jac Indoor UWB positioning with PSN connection by @jacques_s | Stardance...
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jacques_s
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0
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0.0
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0
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[]
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[]
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Title: Indoor UWB positioning with PSN connection Title: Indoor UWB positioning with PSN connection by @jacques_s | Stardance...
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1792586977.9265044
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1793191777.9265044
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52
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3d printed lego set by @afiaava | Stardance
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afiaava
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0
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0.0
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0
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[]
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[]
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Title: 3d printed lego set by @afiaava | Stardance
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1792529355.5325215
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1793134155.5325215
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53
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Blackmacro firmware by @Kip | Stardance
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Kip
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0
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0.63
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0
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[]
|
[{"post_id": 257, "ts": "2026- [{"post_id": 257, "ts": "2026-06-01T13:17:05Z", "hours": 0.6253, "text": "Started work on bmacro! Since I’ll be using simplefoc for the motor control, I’m switching from micropython which I developed my reference emulation firmware on to the pico C++ sdk. I managed to set up the toolchain with mingw and is now ready to port my code to c++! (for micropython I ran the toolchain via WSL. It was fine but too fiddly with clion :/)"}]...
|
Title: Blackmacro firmware by @Kip | Stardance
De Title: Blackmacro firmware by @Kip | Stardance
Devlogs:
Started work on bmacro! Since I’ll be using simplefoc for the motor control, I’m switching from micropython which I developed my reference emulation firmware on to the pico C++ sdk. I managed to set up the toolchain with mingw and is now ready to port my code to c++! (for micropython I ran the toolchain via WSL. It was fine but too fiddly with clion :/)...
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1792565546.4109094
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1793170346.4109094
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54
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AI CHATBOT by @AK47 | Stardance
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AK47
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0
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0.0
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0
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[]
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[]
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Title: AI CHATBOT by @AK47 | Stardance
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1792723651.3027182
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1793328451.3027182
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55
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Vestige by @Rupnil | Stardance
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Rupnil
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0
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157.82
|
0
|
[]
|
[{"post_id": 54465, "ts": "202 [{"post_id": 54465, "ts": "2026-08-25T14:08:25Z", "hours": 9.6325, "text": "(v0.5.4-beta) VESTIGES ARE ALIVE! Changelog: (v0.5.4-beta) Vestige 7 Animation : Les goo! another task checked off from the todo list! Completed all the animations of the vestiges that forms the backbone of the game- This was the final one (on the path). Next lwk i think ill do sound design maybe Lapsed (v0.5.3-beta) Vestige 6 Animation : I got stuck in this session cuz of a simple bug :skul what happened was that the animation player in the wheelchair scene was changing the position of the root and so it messed everything up- Took me a while to solve it lol. Added some movement and wheel rotation. Lapsed (v0.5.2-beta) Vestiges 3,4,5 Animation : I thought i would complete making the animations today but clearly I failed- Oh well I fixed a LOT of things and FULY completete the third forth and fifth vestiges Lapsed (v0.5.1-beta) Vestiges 1,2,3 Animation : Since I completed modelling and texturing the vestiges the only logical next step is to incorporate them into the game, and thats what ive been doing! Integrated the first 3 vestiges and added some simple animations associated w em Lapsed (v0.4.14-beta) Vestige 4,5,6,7 Texturing : Oh my god- Finished all ALL the texturing- I really wanted thisto be finished faster lol. Anyways in the next session I would make the animations and placements of the vestiges! Lapsed (v0.4.13-beta) Vestige 1,2,3 Texturing : Completed texturing vestiges 1, 2 and 3- i.e. the crib the swing and the tent. Were a lot of fun to see the white models come to life lol. I really like how they are turning out Lapsed (v0.4.12-beta) Models Finalizing : Last day I completed modelling all the vestiges and now only the texturing is left. In this session I finalized the models and meshes and next ill texture them! Lapsed Next Step(s): Vestiges Vestiges animations Watch Tower Furniture Sound Effects Notes: Yippie I completed all the vestiges progression and their associated animations! Idk what ill work on next but maybe sound design? idrk tho"}, {"post_id": 50528, "ts": "2026-08-19T18:30:38Z", "hours": 9.7806, "text": "(v0.4.11-beta) Lantern, & VESTIGESSS Changelog: (v0.4.11-beta) Vestige 7 Model) : FINALLY FIALTLTJkdas I completed all the vestiges! The final one was the mirror and the chair. Im so tried cya Lapsed (v0.4.10-beta) Vestige 6 Model : Made another model– the wheel chair i am trying to complete this first so ill add the more niche things like umbrellas later Lapsed (v0.4.9-beta) Vestige 5 Model : Okay fifth one down! TWO MOREW i repeat 2 MORE- i wanna complete them asap but lets see! This was a pretty challenging one dawg- the piano was insane BUT it looks so good now Lapsed (v0.4.8-beta) Vestige 4 Model : Made the fourth model– the table, chair, cups and the candles! next up is the musical item- idk how i will make the piano but oh well lets see! Lapsed (v0.4.7-beta) Vestige 3 Model (1) : Erm this is the 3rd model that im doing- ik the uv will be fked uop but oh well. Made the tent, wooden logs and the camfire Lapsed (v0.4.6-beta) Vestige 2 Model : Oh god it is so late but yet im pushing it- I did like 30 more minutes im going to eep now- Anyways in this session i made the swing! Only model tho Lapsed (v0.4.5-beta) Vestige 1 Modelling : In this session I just modelled the crib and the teddy as fast as i could- I need to ramp up my speed here- I dont got much time Lapsed (v0.4.4-beta) Hanging Lanterns & Placement : Modelled the hanging lantern and placed it around the map especially the bunker porttions Lapsed (v0.4.3-beta) Lantern Model : In about 2-ish hours i cooked up this absolutely BEAUTIFUL and awesome lantern model. I just have no words– its just perfect! also added some particle effects and yeah! looks pretty cool Lapsed (v0.4.2-beta) Vestige: Pointer : A point at the center of the screen. yes Lapsed Next Step(s): Ending Bench interaction Bunker and Tunnel Models Watch Tower Furniture Vestiges Vestiges animations Notes: Im so so so close to completing this! so I need pick up the pace here! Completed all the vestiges here"}, {"post_id": 47607, "ts": "2026-08-15T16:42:37Z", "hours": 8.1083, "text": "(v0.4.1-beta) Ending, Credits n Modeling Changelog: (v0.4.1-beta) Bunker/Tunnel Model & Texturing) : Oh finally! I am finished with the alpha versions and i moved on to the beta stage! In this session I completed modelling and texturing the bunker as well as the tunnel models! Lapsed (v0.3.9-alpha) Placement, Playtesting & Exporting : Oh my! I am really finished with alpha versions! I will be now moving on to the beta stage. In this session I placed trees, playtested and exported for the alpha release. Lapsed (v0.3.8-alpha) Credits (3) : Yippie i completed the credit scene although the “press anmything to conitnue” doesnt work as of now– but ill add it on my todo for later! Lapsed (v0.3.7-alpha) Credits (2) : THe second lapse/commit of me workin on the credits! I am ALMOSt complete i js need one more session to finalize some stuff Lapsed (v0.3.6-alpha) Bug Fixes & Credits (1) : Fixed an annoying bug where the top of the watch tower was affected by the stair aread3d. Now an invisible wall prevents jumping. Also Added the basic Credits scene. Lapsed (v0.3.5-alpha) Bench Camera Animation, Interaction (2,3) : Aha! I think i am really done with the ending animations! Now the E to interact only works when u are looking directly at the bench. I think i might change the blinking animation tho- Lapsed (v0.3.4-alpha) Bench Camera Animation (1) : Right now I’m Adding the animation and controls for the bench interaction and the cut scene. Added some blinking thing and location changes and movement- Will make the cutscene next! Lapsed Next Step(s): Ending Bench interaction Bunker and Tunnel Models Watch Tower Furniture Vestiges Notes: Yesterday I released the alpha version! the 0.3.9, for win, mac as well as linux! I completed my first priority things and i have moved on to the beta!"}, {"post_id": 45302, "ts": "2026-08-11T17:45:17Z", "hours": 10.4367, "text": "(v0.3.3-alpha) Bunker & Interaction Changelog: (v0.3.3-alpha) Player Interaction (2) : Me add raycast to the face of player, poke poke thing, thing cry, raycat know what it did, raycast say name, i hear, i do something; In a nutshell the raycast detects the collider and if its the bench it enables the e to interact thing Lapsed (v0.3.2-alpha) Player Interaction (1) : Set up the basic of the player interaction– ill work on it more tmrw Lapsed (v0.3.1-alpha) Map Positioning (Ending) : Positioned the map so that the dead space is directly below the drop chute- and other fixes and tests Lapsed (v0.2.13-alpha) Bunker: More models & logics (7) : Improved model to include a turn and a drop, finally added more mechanics and animations. The bunker now dissapears if u look away. fixed some other logics Lapsed (v0.2.12-alpha) Bunker: Mechanics; Showing Maps (6) : When player enters the doors closes and then the original map dissapears, you keep walking forward and the secondary map is spawned. As u come out of the other side the tunnel leads you to the secondary map. Lapsed (v0.2.11-alpha) Bunker Prototype: Door Mechanics & Stairs (5) : made the door open and close animations actually happen with the players actions. Also added an AREA3D which allows the stair logic to kick in. Added the map thing but will animation and add the mechanics in the next update! Lapsed (v0.2.10-alpha) Bunker Prototype: Model & Animations (4) : experimented with another map and stuff. Modelled the top portion and added a simple animation for the doors Lapsed (v0.2.9-alpha) Bunker Prototype: Model (3) : completed the bunker modelling – mostly protype rn but yeah! Next up i think imma make the mechanism of the bunker mm Lapsed (v0.2.8-alpha) Weeping Silhouette: Animation (2) : Les goo i finally completed the weeping silhouette thing! Now it explodeds kinda when u go near it and leaves the player stranded they player has to navigate their way into the next parts! Lapsed (v0.2.7-alpha) Weeping Silhouette (1) : modelled the weeping silhouette and placed it where its supposed to- in the next update I’ll add the animations and stuff! Lapsed (v0.2.6-alpha) Bunker Prototype (1+2) : Well i tried making the bunker prototype but erm i didnt realise how tuff this is gonna be skull. I will try again cuz Im so sick to think straight- ill try to do some other thing toda Lapsed Next Step(s): Bunker prototype Ending Bench interaction Notes: Ive almost completed the FULL game sequence! like ik its using prototype things but the core fucntionality is almost done! super excited"}, {"post_id": 41473, "ts": "2026-08-05T18:12:00Z", "hours": 9.2175, "text": "(v0.2.5-alpha) Memory/Vestige Chains (Prototype) Changelog: (v0.2.5-alpha) Vestige Chain (4) : Les goo i completed the full chain of vestiges currently they are just cubes but i will def make models for them later! Lapsed (v0.2.4-alpha) Placement + Vestige Chain (3) : Ok i placed all of the vestiges and currently made the animation till the Vestige 4 – 4 moire to go (counting the watchtower). Idk i think i did some other stuff that i prolly forgot lmfao. Lapsed (v0.2.3-alpha) Particle Fix + Vestige Chain (2) : So previously there was this thing that the particles were all dark and glomy cuz of the exposure thing- Fixed that in this lapse/commit. Also i added the 2nd vestige prototype! Lapsed (v0.2.2-alpha) Vestige Chain: Starting (1) : Yay so i started the next priority in the todo list! I started the vestige chain using only a cube lmao! i will model them later – this is the prototype phase Lapsed (v0.2.1-alpha) Vestiges brain storming : So previously there was this thing that the particles were all dark and glomy cuz of the exposure thing- Fixed that in this lapse/commit. Also i added the 2nd vestige prototype! (v0.1.6.3-alpha) Todo Cleanup : Yep so the thing was that I was too disorganized and too overwhelmed. I sat down today and wrote down everything I think i have a clear picture of what I want to do now! (v0.1.6.2-alpha) Rename & Bunker Prototype + Optimization : I renamed everything. I think i said yesterday that The story is now one single cohesive storyline so I renamed everything to match the new thing. Also I made a hole in the ground (for the bunker) and added a mesh just to visualize it lol. Lapsed (v0.1.6.1-alpha) Story + Optimizations : Right so as i mentioned yesterday i had finalized the plot, in this commit/lapse I wrote it down! Oh also I did something that Ive kept in my todo for a long time lol – I optimized the flower and grass models Next Step(s): Rewriting the todos & story Prototype Vestige Chain Bunker prototype Notes: Wow im speeding up here! i actually finished the entire vestiges sequence Next up imma prototype the bunker"}, {"post_id": 39581, "ts": "2026-08-02T17:16:03Z", "hours": 6.3994, "text": "(v0.1.5-alpha) Better Movement, Stealth & Environment! Changelog: (v0.1.5-alpha) Environment Rework & Jitter Fix : Since i completed the lore/plot finally trust me (not written but thought of) I needed to change the environement a bit kjust to match the vibe i am going for now! it is now a whitish dusk and not pitch black. ALso i think i fixed the jitter thing. Lapsed (v0.1.4(J)-alpha) Player Movement Rework: Crouching (8) : I have completed reworking the player movement for now– next up ill actually focus ont he core gameplay. In this comit/lapse i have added a crouch functionaility and fixed some other logical stuff that im not going deep into Lapsed (v0.1.4(I)-alpha) Player Movement Rework: Area3D (7) : OKsy! so i and @seb figured out a way to fix the issue i talked about in the previous commit/lapse/. The fix was pretty neat! i added an area 3d on the stairs and the smoothing only work iin this area! i also turned off jumping here Lapsed (v0.1.4(H)-alpha) Player Movement Rework: Smoothness (6) : Fixed the erm “smoothing problem” Previously it was hella snappy and awful to look at - now I added a smoothing thing in the _process but uhhh another problem now – the jumping feels floaty and walk is smoothed out :/ Lapsed Next Step(s): Watch Tower Model Watch Tower Texture Auto Jump on Stairs Core Gameplay Rewriting the todos & story (final istg) Notes: Finally thought of a cohesive plot. I do not have much time or energy to make another chapter – so ive decided to merge everything into one gameplay – the prologue. So yeah! we’ll see how it turns out (i have high hopes tho)"}, {"post_id": 38338, "ts": "2026-07-31T17:47:47Z", "hours": 5.8597, "text": "(v0.1.4(G)-alpha) Moving & Jumping on the Stairs (Passed!) Changelog: (v0.1.4(G)-alpha) Player Movement Rework: Auto-jump (5) : Ok i kinda cheesed it ngl- I was literally being ragebaited because it was NOT working any how. I am using a not so beautiful method but hey it works and thats what counts – ill polish it later dw. Lapsed (v0.1.4(F)-alpha) Player Movement Rework: ?? (4) : wtf? what happened? what did i do? this is insane i really dont know………. soo erm climbing stairs doesnt work and there are some pretty bad bugs like being able to fly- lwk i might revert this session Lapsed (v0.1.4(E)-alpha) Player Movement Rework: Noclip (3) : added a pretty peak thing. Ok so added a noclip feature – this is like the spectator mode in minecraft lmfao. Ive been meant to do this for a long time but here i am! finally added this – this will help me a ton i js know it lol Lapsed (v0.1.4(D)-alpha) Player Movement Rework (2) : Yoo so added a bunch of new things such as air friction, acceleration deceleration and more. I am having one tiny bug tho – that is i cannot turn when jumping but dw ill figure out a way to fix it! Also if u forgot Im doing the player rework just to make the autojump thing Lapsed (v0.1.4(C)-alpha) Player Movement Rework (1) : Okay So i realised it wwill be extremely difficult for me to figure it out on my own, and even the big ones ( @seb ) had no freaking idea lmao. SO what i am doing bnow is following a player/fps controller tutorial where they add this autojump feature :3 Lapsed Next Step(s): Watch Tower Model Watch Tower Texture Auto Jump on Stairs (Done but polishing left) Interior Design of the Watch Tower Core Gameplay Notes: These sessions were lwk ragebait – i will NOT talk about the 4th session cuz i have no freaking idea about it. I found a weird way and workaround to do the auto jump. Although it might not be the most beautiful but it works and thats what counts"}, {"post_id": 37110, "ts": "2026-07-29T16:22:46Z", "hours": 5.7036, "text": "(v0.1.4(B)-alpha) Walking on the Watch Tower (Failed) Changelog: (v0.1.4(B)-alpha) Walking on Stairs (2) : Lwk I just messed around for the whole time I literally do not know wht to do at this point I will revisit this tommorow (I dmed my fwend Seb lmao). I tried many methods but i couldnt seem to be able to make this work tho Lapsed (v0.1.4(A)-alpha) Walking on Stairs (1) : Yo gang I tried my to do the stairs walking thing but as you would expect I completely failed lmfAaooo. Uh I really dont know how to move next but ill try my best Lapsed (v0.1.3-alpha) Mountains Texture Fix : So erm as i completed the watch tower im moving on to other thigns– first i saw that this was in my todo for a while so fixed it lol Lapsed (v0.1.2(K)-alpha) Watch Tower Texturing (4.4) : Shalalala sha boinky! I actually finished the (skeleton) of the watch tower model! Omg i dont believe it! I am feeling a large weight off my shoulders lmfao! But hey its not done yet! I have so so so sos os so much more to do- next up ill fix the stair walking and oh a story redesign! Lapsed (v0.1.2(J)-alpha) Watch Tower Texturing (4.3) : Finally completed texturing the stairs – the railings and the beams are still remaining but ill try to do them soon enough 👍 Lapsed (v0.1.2(I)-alpha) Watch Tower Texturing (4.2) : oh my GOD BRO this is so painful i really hope i could do something else to speed this up but yeah idk- So nothing other than UV unwrap stuff NOT EVEN ONE mesh and i have 2 more to go- I am dying :D Lapsed Next Step(s): Watch Tower Model Watch Tower Texture Auto Jump on Stairs Interior Design of the Watch Tower Notes: Gang I tried my best I literally cannot seem to be able to be able to find a way to make the auto jump thing I need to call the big guns now! ( @seb ) Anyways, I obv completed the watch tower texturing"}, {"post_id": 35856, "ts": "2026-07-27T15:49:43Z", "hours": 7.2233, "text": "(v0.1.2(H)-alpha) Watch Tower Texturing (90%) Changelog: (v0.1.2(H)-alpha) Watch Tower Texturing (4.1) : Okay so nothing but I joined a hell lot of meshes and objects- i mean the stairs portion. And then unwrapped the UV this took me some time but i finished it! next imma fix the UV and then COMPLETE this FOR ONCE AND ALL! Lapsed (v0.1.2(G)-alpha) Watch Tower Texturing (3.4) : Ayy so i completed the Leg section of the watch tower! i agree most of the work is uv unwrapping because of the faces and all yk. But yeah! im making progress only the stairs section left ig!!!! Lapsed (v0.1.2(F)-alpha) Watch Tower Texturing (3.3) : Teeny tiny lapse! just combined and unwrapped the support beams- ill prolly texture it tommorw and then move on to the stairs section Lapsed (v0.1.2(E)-alpha) Watch Tower Texturing (3.1+3.2) : Holy smokes! What a productive day! got so so so much done today – So I completed the Legs, and support beams in this lapse so only the cross supports are left! Also blender crashed like 300 times today– i really need the macbook gng i got the signs already! Lapsed (v0.1.2(D)-alpha) Watch Tower Texturing (2) : Oh another milestone i suppose! I completed the UV unwrapping of the fence and also textured it! I dont have any more stuff to talk about gng im so tired and busy nowadays Lapsed —## Next Step(s): Watch Tower Model Watch Tower Texture (WIP GNG ALMOST) Notes:OK LISTEN! LISTEN I swore to @Keyboard that I wont devlog until I have completed the whole texturing BUT its getting too ridiculous not to- im alr at 7 hours and yeah. Also big ass devlog-"}, {"post_id": 33972, "ts": "2026-07-24T10:35:59Z", "hours": 4.6819, "text": "(v0.1.2(C)-alpha) Watch Tower Texturing (45%) Changelog: (v0.1.2(A)-alpha) Watch Tower Texturing (1.5) : Yay so i made the Floor section completely- the floor and the uhh supprts ig lol. THis was fun Ill work more tmrw Lapsed (v0.1.2(A)-alpha) Watch Tower Texturing (1.2 + 1.3 + 1.4) : 1. So nothing much to brag about here- I completed texturing the roof. It was pretty easy ngl - anyways I’ll do the UV unwrapping of the walls next ig. 2. So I unwrapped the UV layout of the walls and its Horrible! It will take so much time to manually fix everything lmao. I did like 50% of the unwrapping today NOT THE TEXTURNG BTW! so we will see tmrw! gn. 3. Completed the UV unwrapping of the walls and also the texturing of the walls! the room section of the texturing is done! moving on to the floor and stairs! Lapsed Next Step(s): Watch Tower Model Watch Tower Texture (WIP) Notes: Aww man i couldnt really focus on this project for the last few days i had so much work! had 2 assignments- submitted them today so i think i can focus in more today!!"}, {"post_id": 32257, "ts": "2026-07-21T09:49:57Z", "hours": 3.5792, "text": "(v0.1.2(A)-alpha) Watch Tower Texturing (2%) Changelog: (v0.1.2(A)-alpha) Watch Tower Texturing (1.1) : Yay so i moved on to the texturing part of the watch toweeeeerr. Just made the door for now but I will accelerate the work from tmrw trust Lapsed (v0.1.1(Q)-alpha) Watch Tower Modelling (11) : oh my gosh! im done with the modelling! well i mean i may add the window margins stuff later but yeah! i am now starting the texturing! i made the glass and experimented with some stuff Lapsed (v0.1.1(P)-alpha) Watch Tower Modelling (10.4) : ok i am being for REAL right now. and u HAVe to believe me when i say that i am FInALLY COMPLETE with the freaking fencing stuff i am NOT doing that again 💀 ok now the only thing left is the window panes and THEn i can finally move on to the texture- Lapsed Next Step(s): Watch Tower Model Watch Tower Texture (WIP) Notes: Yooooo so I finally completed the modelling of the watch tower and started texturing it recently. I have some work to do today so idk how long i can code- Ill try my best tho!"}, {"post_id": 31170, "ts": "2026-07-19T10:42:47Z", "hours": 3.8003, "text": "(v0.1.1(O)-alpha) Watch Tower Modelling (90%)! Changelog: (v0.1.1(O)-alpha) Watch Tower Modelling (10.3) : hell yeah! completed the guard rails– now uhh some more fences are remaining i promise it wil be done very soon im trying my bestttt Lapsed (v0.1.1(N)-alpha) Watch Tower Modelling (10.2) : Made another layer of guard rails beside the stairs - yeah just that 💀 i have no more words to write here Lapsed (v0.1.1(M)-alpha) Watch Tower Modelling (10.1) : I might work again later after coming back from art classes- but im not sure as i have some tuition work to do :( I also have some pending ssignments! yikes!!! anyways here’s what i did: Made the rails of the stairs with some bars - first and second stairs. did some desmos stuff- Lapsed Next Step(s): Watch Tower Model (WIP) Watch Tower Texture Notes: ok i dont really know what to write hereeee nowwww- maybe the next time"}, {"post_id": 30545, "ts": "2026-07-18T06:28:52Z", "hours": 5.045, "text": "(v0.1.1(L)-alpha) Watch Tower Modelling (75%)! Changelog: (v0.1.1(L)-alpha) Watch Tower Modelling (9.3) : Joined a lot of meshes together for efficiency and ease of use. Oh also made the raining v1 for the first layer of the stairs. I have my prize distribution and investiture ceremony so yeah! see ya laterrrrr Lapsed (v0.1.1(K)-alpha) Watch Tower Modelling (9.1 + 9.2) : 1. omg omg omg! stairs in progressssss! Made two flights of stairs- what i mean is i made one flight of stairs and then copied it 💀 Anyways I’m almost done with the modelling i think- The stairs and the windows are the only things are left (oh maybe more optimization :p) 2. Added much More stairs and the topmost layer. I will make the integration of the stairs to the floor tommorow, ALSO i will add the railings and all tmrw I am sleepy as frick! Lapsed (v0.1.1(J)-alpha) Watch Tower Modelling (8) : Wow! what a productive session! Ok so a lot of thing was done. Here’s what i did in short: The legs of the watch tower was made before but in this session i added the supports and support beams! i again followed the model as an inspiration and made the supports! Looks prety cool! Lapsed — Next Step(s): Watch Tower Model (WIP) Watch Tower Texture Notes: um holy shit i am doing a 4? or 5 hour devlog 💀 this is unreal! Anyways this is draggin me sooo muchh but i think im super close to finishing this"}, {"post_id": 29396, "ts": "2026-07-16T10:12:50Z", "hours": 3.5758, "text": "(v0.1.1(I)-alpha) Watch Tower Modelling (60%)! Changelog: (v0.1.1(I)-alpha) Watch Tower Modelling (7) : Nothing much just edited the fences a bit and resized them in order to prevent overlapping. Oh also I made the roof – needs polishing ik but its a start lmao- i want to complete the modelling as soon as possible lwk- Lapsed (v0.1.1(H)-alpha) Watch Tower Modelling (6) : Yoo moving from vertices selection to something different felt awesome! anyways i made the fence? i think thats what its called- On all four sides. I am following a model for inspiration and im pretty happy on how it is turning out! Lapsed (v0.1.1(G)-alpha) Watch Tower Modelling (5.3) : FINALLY FINALLY! I have completed optimizing the walls of the watch tower. What i mean is I reduced the number of vertices and faces in the model. This will help me immensely while texturing the UV. I created another backup just in case lmao Lapsed (v0.1.1(F)-alpha) Watch Tower Modelling (5.1 + 5.2) : I tried cleaning up the Watch Tower model but idk how it all got messed up anyways I will try again ONE LAST TIME tommorow if it works it works otherwise i have to roll back to the backup and just forget about cleaning up- i messed up yeah Lapsed Next Step(s): Watch Tower Model (WIP) Watch Tower Texture Notes: i NEED to finish modelling this ASAP gng 💀 wish me luck ill be lockin in today 🔥"}, {"post_id": 28297, "ts": "2026-07-14T13:43:26Z", "hours": 3.3656, "text": "(v0.1.1(E)-alpha) Watch Tower (40%)! Changelog: (v0.1.1(E)-alpha) Watch Tower Modelling (4) : erm so nothing productive just me fixing the HUMONGOUS number of vertices that have been created for god knows what. Lmfao i messed up at the end and i have to go back to the last backup Oh well i have tuitions now will do more stuff later Lapsed (v0.1.1(D)-alpha) Watch Tower Modelling (3) : Ah yes, guess why there is no lapse for this update- thats right! Lookout messed up and I cannot recover the lost footage and publish it in lapse. I lwk forgot what i did in this update 💀 You are gonna guess it (v0.1.1(B&C)-alpha) Watch Tower Modelling (1&2) : Guess who forgot to commit THATS RIGHT ITS ME- In this lapse I made the skeleton of the watch tower that is going to be the main attraction of the prologue. I do not have much time and hence i am ending this session prematurely! See you tmrw! More modelling of the watch tower, made the top thing the uhh room? ig tested the model size with the player size in godot and i found that it was a bit small so i fixed that! Made some windows for the watchtower so that everything is visible Lapsed Next Step(s): Watch Tower Model (WIP) Walking animation Story Redesign Improved Silhouette Mechanics — Notes: Ah yes I lost like 30 minutes of lapse yesterdat cuz lookout servers died oh welp! here i am again!"}, {"post_id": 27139, "ts": "2026-07-12T12:55:30Z", "hours": 3.9608, "text": "(v0.1.1(A)-alpha) Map Redesign and Improved mechanics! Changelog: (v0.1.1(A)-alpha) Improved Silhouette Mechanics : oh my! it looks so sick! il definitely play test this once more but heres what i did in brief: Previously there used to be different silhouttes but NOW theres only one that “teleports” when u reach it as if guiding you somewhere – to the watchtower :3 Lapsed (v0.0.10(E)-alpha) Map Redesigning (4) : I think i am done with the forest/map layout for now im pretty happy! plugged off some paths that i didnt want the player to go through- removed a ton of legacy code. Next up i think ill work on the silhouette mechanics which i cooked up in the new narrative! wish me luck! Lapsed (v0.0.10(D)-alpha) Story + Map Redesigning (3) : Again one of the shortest lapses i have made but its enough for me to get the 1 hour streak lmao- I promise Ill work honestly from tmrw, Exams finished just today and im exhausted asf- Please excuse me! Made updates to the story too Next Step(s): Watch Tower Model Walking animation Story Redesign Improved Silhouette Mechanics Notes: Holy moly! the silhouette (YES SINGULAR) works wonderfully now! its like its guiding you! im really happy with the result i think ill model the watch tower."}, {"post_id": 26446, "ts": "2026-07-11T07:48:49Z", "hours": 1.8575, "text": "(v0.0.10(C)-alpha) Story and Map Redesign Changelog: (v0.0.10(C)-alpha) Story + Map Redesigning (2) : So as i am changing the narrative i need to update the map accordingly, A very small update because my mouse stopped wrking but oh well i just changed some textures and added trees. Also making a story narrative in 2nd person ig? Lapsed (v0.0.10(B)-alpha) Story Redesign (1) : Brainstormed a lot of stuff- and rewrote the prologue storyline- the old one was pretty basic i like the new one more and I mostly changed it because i am thinking of the next chapter too and i want a seamless transition- just hang on with me ill cook something truly epic :3 Next Step(s): Boulders / Rocks (WIP) Walking animation Story Redesign (WIP) Notes: OKay today ill lock tf in my exams just finished!"}, {"post_id": 25183, "ts": "2026-07-09T07:50:16Z", "hours": 2.7572, "text": "(v0.0.10(A)-alpha) Walk and Map Redesign Changelog: (v0.0.10(A)-alpha) Map Redesigning (1) : I think im going to go on a different direction with the prologue scene! i changed the pathways because i think it was too complex and looping- I am also thinking of turning the log cabin into an watch tower for more ominous feel! im working on the story hopefully i can figure it out! Lapsed (v0.0.9(F)-alpha) Walk Animation (Camera Shake) : Yoooo! holy smokes this look epic spent a good chunk figuring out how to make the walk animation turns out its easier to do it through code- thats why i ended the lapse prematurely and worked on it in Rider IDE! it look so cool rn it has head bobbing in all three dimensions! Lapsed Next Step(s): Boulders / Rocks (WIP) Walking animation Story Redesign Notes: I had some different ideas about the story and im working on it- redesigned the map a bit! i think ill do more stuff"}, {"post_id": 24010, "ts": "2026-07-07T09:18:07Z", "hours": 3.4614, "text": "(v0.0.9(E)-alpha) More erm Animations! Changelog: (v0.0.9(E)-alpha) Silhouette Spawning, Flickering Animations (2) : Yay i finally made the silhouette spawning animation! it looks sick! the way it slowly comes into view- really cool i also did a bunch of things here and there that im not going into detail :3 Lapsed (v0.0.9(D)-alpha) Silhouette Spawning (1) : Erm uhh idk- i experimented with both script and animationplayer animations but i couldnt seem to get them to work - the script seemed to fail completely while the animation player got me some success but not enough- I will look in to this tmrw! Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations Complete Death animation Walking animation Notes: yoo gng i had my regional language and physics exam today and i lwk think i did pretty well! Anyways i did some work and i think ill do more now!"}, {"post_id": 23334, "ts": "2026-07-06T07:01:47Z", "hours": 2.5928, "text": "(v0.0.9(B)-alpha) Animations! Changelog: (v0.0.9(B)-alpha) Waking up & Counter Animation : So added the waking up animation - this was a new thing for me that i think i leanrt! the animation player is a really cool feature! Also now the silhouette counter shows up only after the first silhouette is found Lapsed (v0.0.9(A)-alpha) Death Animation : Fixed a bug (ig? idk if u can call it that) that made it so whenever u looked away from the silhouette the animation would completely freeze. Turns out there was a VisibleOnScreenEnabler3D child which froze the process- Its fixed now! Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations Complete Death animation Walking animation Notes: uhh i dont know what to say this time- my exams starts from tmrw so updates may be slow asf BUT i will try to do atleast 1 hour per day"}, {"post_id": 22782, "ts": "2026-07-05T11:19:46Z", "hours": 4.0697, "text": "(v0.0.8(G)-pre-alpha) More Optimization Changelog: (v0.0.8(G)-pre-alpha) Optimization (5) : Omg omg i think i actually did it! what i did was kinda brilliant ngl- So here we go: 1. Whenvever the trees/models are outside the players view they are removed! so like they are not rendered!! Saves cpu and gpu. 2. The snowfall thing is not static now it moves with the player so that only a small area is gettingg the snowfall and a lot less particles is rendered! Lapsed (v0.0.8(F)-pre-alpha) Optimization (4) : I dont even know at this point what i did but i think i increased the frame rates a bit? but i learnt that voxelGI was not performant for my use case so i removed that- also changed the visibility ranges a bit and more i forgo Lapsed (v0.0.8(E)-pre-alpha) Optimization (3) & FPS : A nice session where i sat down and did more optimization- ah yes optimization is the key to life and happiness, I am really shocked that i optimized it so hard that it runs smoothly in my poopc with good graphics! SubViewport and TextureRect for the win, also added fps counter Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations Complete Death animation Notes: HOLY SMOKES! (no pun intended) IM PUSHING 40 FPS!! when i compiled. Normally im getting like 36fps! thats a huge improvement from 9fps that i was getting initally! finally i can do some other stuff lmao"}, {"post_id": 22175, "ts": "2026-07-04T14:38:40Z", "hours": 4.7792, "text": "(v0.0.8(D)-pre-alpha) Particles (and) Optimization Changelog: (v0.0.8(D)-pre-alpha) Optimization (2) : Okay hol’up wait a min- I think i might have actually pulled it! The game is SOOO much optimized now! Not completed but its almost there. So i prebaked the lighting, reduced the scale of the screen cuz i was already doing it in the shader, decreased the shadow radius and more stuff that i may or may not have forgotten in the 3/4 hours that i worked CONTINUOUSLY- Lapsed (v0.0.8(C)-pre-alpha) Death Particles : Okay so for a long time ive been trying to do this but havent (silly me) but here we go- added particle effects for when the silhouettes are “found” they are yellowish and spread out i plan on making some sound effects. Also i did something for the macOS compilation lmao Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations (WIP! close to finishing ig) Notes: Thats so crazy! The game finally runs smoothly on my godforsaken pc. I had to do a LOT of stuff and research, but ngl ChatGPT also came in clutch!"}, {"post_id": 21500, "ts": "2026-07-03T14:21:19Z", "hours": 2.5083, "text": "(v0.0.8(B)-pre-alpha) Models and Optimization(?) Changelog: (v0.0.8(B)-pre-alpha) Particle Optimization (1) : wild stuff- so i wanted to optimize it but guess what i think i did the complete opposite oh well i did reduce the particle count by a ton- we’ll see what happens Lapsed (v0.0.8(A)-pre-alpha) Boulder, Grass, Flowers & Fireflies : Pretty productive session! separated the boulder, flower and grass models. but ngl the boulder gave me a hard ass time idk why 💀 Anyways i cooked up the fireflies scene which i am SUPER proud of (since i didnt use any external help- okay u got me just a bit tho) Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations (WIP) Notes: OKay yo- idk what but i did something 💀"}, {"post_id": 21337, "ts": "2026-07-03T07:02:01Z", "hours": 1.4731, "text": "(v0.0.7(I)-pre-alpha) Spooky Scary Silhouettes Changelog: (v0.0.7(I)-pre-alpha) Silhouette (4) - The Special One : So yesterday I couldnt seem to add the special silhouette in the game but oh well added it in this short session Lapsed (v0.0.7(H)-pre-alpha) Silhouette (3) - Placement : Did a lot of minor stuff (like fixing the material of the log cabin) but the major thing done was the silhouettes’ placement- there are 9 silhouettes, 8 in the wild and one in the cabin, ill make the one in the cabin “special” tmrw! Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks Particle Optimizations Notes: Scawy Scawy Silhouettes! Tiny devlog/journal lolz will work more today"}, {"post_id": 20742, "ts": "2026-07-02T13:07:31Z", "hours": 3.7628, "text": "(v0.0.7(G)-pre-alpha) Scary Silhouettes Changelog: (v0.0.7(G)-pre-alpha) Silhouette (2) - Functionality : OMG OMGO MGOMGOMGOpfjhnguiklhdstg- IDK HOW! but whatever i wanted to has been done! Im really shocked at this! but yeah i gotta thank chatgpt a ton but i got through each line of code and did NOT blindly copy them- I think next time i can do this by my own Lapsed (v0.0.7(F)-pre-alpha) Silhouette (1) - Modeling : I’ve been waiting to make this model for sooo sooo long and finally i made it! Def took some inspiration from the SCP 096 and the models by Seb for his game. Other than the model I also made the scene with a light and fog which seems crazy good ingame Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks Particle Optimizations Notes: Holy lockin! i did like 4 hours today- i need to lock in like this moreeeeeeeeeee AAA- i may get burnt out but yeah only 60 more days to go"}, {"post_id": 20142, "ts": "2026-07-01T18:04:51Z", "hours": 0.9325, "text": "(0.0.7(E)-pre-alpha) Foggy fog Changelog: (v0.0.7(E)-pre-alpha) Volumetric Fog & Polishes : Added Volumetric Fog as per the request of Hridya! Also made numerous tiny polishes to the group texture, snowfall particle effects. I experimented with the snowfall thing with the player but it did NOT look good so i had to revert back to the normal thing :P Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks Particle Optimizations Notes: ahh i couldnt work on this yesterday because i was so swamped- hopefully i can work a lot tmrw!"}, {"post_id": 19345, "ts": "2026-06-30T16:57:13Z", "hours": 2.0328, "text": "(0.0.7(D)-pre-alpha) Snowfalllllllllllllll Changelog: (v0.0.7(D)-pre-alpha) Snowfall (1.2) : Finally managed to fix the issue that was causing the glitched snowfall rendering (again, ty seb) Edited the materials thingy and adjusted the settings in general made it so that it looks good! i really like it Lapsed (v0.0.7(C)-pre-alpha) Snowfall (1.1) : Added the snowfall particles (GPU) but it is kinda bugged right now. I am pushing premature scene because @seb will help me out on this :3 Lets hope we can troubleshoot and fix this together! Lapsed v0.0.7(B)-pre-alpha) Mountains (2) - Texture : I did the UV mapping and the texturing for the mountain model, Had to take a bit of help from my friend @seb for the UV wrapping settings but yeah! did all the stuff by myself! Lapsed Next Step(s): Wooden Torch model Mountains Silhouettes! Sounds Notes: Im so chopped rn- Barely keeping my eyes open… Will devlog properly tmrw"}, {"post_id": 18205, "ts": "2026-06-29T08:31:00Z", "hours": 3.5006, "text": "(0.0.7(A)-pre-alpha) High Mountains Changelog: (v0.0.7(A)-pre-alpha) Mountains (1) - Modelling : really really like the model i have cooked up here, though the texturing is left the base model is looking really cool. The spiky nature kinda symbolizes danger and overall i just think its perfect Lapsed (v0.0.6(I)-pre-alpha) Torches (Placement - 3) : got a lot of work done- the torches are now placed along the path! I’ve done something that i think is really cool. here we go! So i added more torches on the main path to subsconsciously provoke the players to follow the path, on the other hand the tributaries have less! Lapsed Next Step(s): Wooden Torch model Mountains IN PROGRESS!! Silhouettes! Sounds Blizzard (Storms!) Notes: Didnt go to school today cuz i was studying at home lol but got some great work done! ill make the textures next"}, {"post_id": 17570, "ts": "2026-06-28T12:36:02Z", "hours": 2.8669, "text": "(0.0.6(H)-pre-alpha) One stick and a Coal ore Changelog: (0.0.6(H)-pre-alpha) Toggle Shaders : Accidentally paused the shaders in the previous commit so here we go! Re enabling them (0.0.6(G)-pre-alpha) Torches (Placement - 2) : Added several torches in the scene BUT its not completed yet! I spent a good chunk of this time wondering why i was having some lag and low fps but i coudlnt seem to solve em so i left it as a problem for future me Lapsed (0.0.6(F)-pre-alpha) Torches (Model - 1) : I added the torch model! It has a smoke particle effet and a subtle yellowish lighting. The smoke part was truly trivial and i had to use a yt tutorial to make it. BUT the torch model is made all by myself and im pretty satisfied with it! Lapsed Next Step(s): Wooden Torch model Placements left More models and stuff Silhouettes! Sounds Blizzard (Storms!) Notes: I really love the torch model and texture and the lighting- ykw everything in general. I have some optimizations to worry about tho (particles n stuff)"}, {"post_id": 16785, "ts": "2026-06-27T07:54:27Z", "hours": 1.37, "text": "(0.0.6(E)-pre-alpha) Shader, Shader, and Shader! Changelog: (0.0.6(E)-pre-alpha) Shaders (3) : Finalized the shaders setting to make it look peak. hid the extreme blur effect, dither and noise. Made it look more pleasing and not annoying. (0.0.6(D)-pre-alpha) Shaders (2) : New shader now, the previous shader was eh so i found a new one and then modified it a lot! I love each and evey part of it EXCEPT the vignetting i feel like something is wrong. Ill fix it soon tm. also ngl i used chatgpt to understand how these stuff works so yeah :P but dw its not more than 30% ai Next Step(s): Wooden Torch model More models and stuff Silhouettes! Sounds Blizzard (Storms!) Notes: I wasnt happy with the previous shader because there were some irritating artifacts so i switched up the shader to one that i like!"}, {"post_id": 15124, "ts": "2026-06-24T16:05:08Z", "hours": 2.2731, "text": "(0.0.6(C)-pre-alpha) Nighttime & Shaders!! Changelog: (0.0.6(C)-pre-alpha) Shaders (1) : After a lot of trial and errors I finally added the Shader! The environment or the atmosphere ia really taking shape! Im telling u this is gonna be epic!! I am liking the development process a ton though it feels a bit overwhelming sometimes Lapsed (0.0.6(B)-pre-alpha) Nighttime & Fog : This is lowkey peak u cant argue with ts bruh. I know that the lighting and the fog isnt perfect but hey! im slowly learning everything! Today I made the game into a night scene with some fog! looks cool ngl Lapsed (0.0.6(A)-pre-alpha) Upgrade to Godot 4.7 : Nothing much, just upgraded Godot version to 4.7 - the latest one because: 1. I can 2. You cannot stop me 3. Yes Next Step(s): Add trees More models and stuff “3. Shaders Night Time Silhouettes! Sounds Blizzard (Storms!) Notes: I really really love how the game is turning into! THough i know the lore (kinda) and have an idea for the chapter 0 i.e. the prologue I am not sure how to progress it into chapter 1. Well i do have an idea but nly time will tell!"}, {"post_id": 13076, "ts": "2026-06-21T12:04:09Z", "hours": 1.5281, "text": "(v0.0.5(F)-pre-alpha) Forest Design (3) Changelog: (v0.0.5(F)-pre-alpha) Forest Design (Part-3) : Last and final lapse of the forest! The pine/taiga forest has been completed. Nowww- its time for me to add shaders, make it fog, making it night time, etc., This was extremely tiring :/ but was worth it :D Lapsed - Next Step(s): Add trees More models and stuff Shaders Night Time Notes: After so so long time I worked on Vestige again! Looking forward to making more devlogs soon!"}, {"post_id": 9159, "ts": "2026-06-15T10:40:23Z", "hours": 0.8175, "text": "(v0.0.5(E)-pre-alpha) Forest Design (2) Changelog: (v0.0.5(E)-pre-alpha) Forest Design (Part-2) : Did a bit more of the forest, slowly increases the forest cover! Since my school has opened im working a bit less :/. No worries ill slowly keep doing stuff. Added some TODOS Lapsed Next Step(s): Add trees (in progress) More models and stuff Shaders Notes: School started from today so less work :/"}, {"post_id": 8650, "ts": "2026-06-14T11:34:12Z", "hours": 1.6194, "text": "(v0.0.5(D)-pre-alpha) Forest Design && Polishing Changelog: (v0.0.5(D)-pre-alpha) Forest Design (Part-1) : After polishing and giving the finishing touches to the tree models and the chapter 0 map, I am now in the process of level design. Firstly ill make the forest and then go on to the cabin, other models, shaders and gameplay stuff. Its slowly coming together frfrfrfr. Lapsed (v0.0.5(C)-pre-alpha) Polishing (some) Models : hey woud you look at that! im back 🔥anyywayyssss in this lapse i polished the tree models such that the leaves are collision free and then I also changed the texture mode to seem more pixelated. Changed the map a bit to make the trails better. Lapsed Next Step(s): Add trees (in progress) More models and stuff Shaders Notes: Im coming back after soo soo long because of two main reasons: 1) I was skeptical of Lapse(it was bugging) ANDD 2) i was very bust these days. Welp my school starts tmrw"}, {"post_id": 6122, "ts": "2026-06-10T09:17:02Z", "hours": 3.6831, "text": "(v0.0.5(B)-pre-alpha) Log Cabin Changelog: (v0.0.5(B)-pre-alpha) Log Cabin : Very very happy with the log cabin model. But it took soooo sooo mucj time omg. I am too tired to write more. Sorry. Vestige: Log Cabin : holy moly, this is crazy! I LITERALLY SPENT 3 HOURS of my life making a log cabin… Wow. Hey it was kinda worth it! I imported this into godot but uhh its doing quirky things lets see if i can fix! Next Step(s): Add trees Shaders Log Cabin Model Notes: The UV on the log cabin was hell. omfg"}, {"post_id": 5410, "ts": "2026-06-09T05:07:59Z", "hours": 2.4636, "text": "(v0.0.5(A)-pre-alpha) PLaying the Map! Changelog: (v0.0.5(A)-pre-alpha) Map + Player : OKay we are stepping up to the big guns now! In this commit I have added a Map for chapter 0 AND also added the player model! I KNOW that the grass and trail textures are not the great and they look “not good” but I think ill polish it when the core game mechanics is done!z Vestige: Map & Player : Wow this is SO COOLL! I am really enjoying blender AND godot. So here I made the map for chapter 0 (prologue) and a player character! Definitely cooking Next Step(s): Add trees Shaders Log Cabin Model Notes: Okay! I am starting to learn blender! I am really enjoyying the process!"}, {"post_id": 4175, "ts": "2026-06-07T12:14:44Z", "hours": 2.5375, "text": "(v0.0.4-pre-alpha) Model & design Changelog: (v0.0.4-pre-alpha) Level Design + Bench Model : Designed the chapter 0– like a mind map, now its time for me to start 3d modelling and making the game. And a bench model for chapter 0 Vestige: Chapter 0- Level Design : Just designed the chapter 0– like a mind map, now its time for me to start 3d modelling and making the game Vestige: Bench Model : This is a bench model for chapter 0. I spent so much time making this. i think i gained experience and the next models will be faster Next Step(s): Start Modeling Make ground Make a player object and controller. Notes: OH MY GOD! I MODELED THAT? I really really dont believe it! It looks soooo good."}, {"post_id": 3428, "ts": "2026-06-06T11:18:54Z", "hours": 1.6908, "text": "(v0.0.3(A)-pre-alpha) Think, Write, Repeat. Changelog: (v0.0.3(B)-pre-alpha) Game Design: Chapter 0 : Oh my gawd! The prologue sequence is so so so cool! I just love it. Ive laid out a complete map of chapter 0! NOW i can finally start working on the first chaapter without procrastinating more lol. (v0.0.3(A)-pre-alpha) Story: Chapter 0 & 1 : Yoooo finally wrote the complete chapter 0 (the prologue) and polished chapter1 even more. Its really coming together. Now I will move on to the game design. Like each action and tiny details. After I’m done with Chapter 0 gamedesign ill start making it Next Step(s): Complete Storyline for Ch0 and Ch1 Create a Script for Chapter 0 Start modeling Notes: THis is SOOO time and energy consuming! Storyboarding is NOT easy lmao. Anyways i finished the story for Ch0 and Ch1 and script for Ch0. Now ill start modeling. frfr"}, {"post_id": 2834, "ts": "2026-06-05T17:46:32Z", "hours": 1.7725, "text": "(v0.0.3-pre-alpha) Modeling and Writing! Changelog: (v0.0.3-pre-alpha) Test Model: Nightstand : OKAY this my first time using blender and I used a tutorial to guide me through. THough it looks, well, “okay” im not satisfied. Ill make a better one. Just trust me on this (v0.0.2(B)-pre-alpha) Chapter 1: Story : Okay! I’ve polished and completed the chapter1 story line. Ive tweaked the backstory a bit to stay realistic. I really really like the direction im going for while keeping the scope uhh managable. Ive so many places where I can improve upon! ive kept it open ended because i have chapter 2 planned 🔥 Next Step(s): Complete Storyline for Ch1 Create a Script for Chapter 1 Start modeling Notes: OKayy i really liked modeling, i think im getting a hang of it! AALSOOOO im super proud of the story line im cooking rn"}, {"post_id": 898, "ts": "2026-06-02T16:57:43Z", "hours": 1.0978, "text": "(v0.0.2(A)-pre-alpha) Setup and Narrative! Changelog: (v0.0.2(A)-pre-alpha) Narrative (Lore) and Versioning : Okay so added a one line plot and brain stormed and wrote a mini story which is the internal plot which should NOT be read as the player. This only serves to streamline the development. Anyways the plot may be subject to change. (v0.0.1-pre-alpha) Godot Setup! : Nothing crazy just setup Godot (first time btw!) (v0.0.0-pre-alpha) Initial Commit : Initial commit- what else do u expect me to say?? (/s i love yall) Next Step(s): Complete Storyline Create a Script for Chapter 1 Start modelling Notes: To be absolutely honest with yall this is my first time making a game (by myself) and Im super excited! Cant wait to start modelling and making the game!"}]...
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Title: Vestige by @Rupnil | Stardance
Devlogs:
(v Title: Vestige by @Rupnil | Stardance
Devlogs:
(v0.0.2(A)-pre-alpha) Setup and Narrative! Changelog: (v0.0.2(A)-pre-alpha) Narrative (Lore) and Versioning : Okay so added a one line plot and brain stormed and wrote a mini story which is the internal plot which should NOT be read as the player. This only serves to streamline the development. Anyways the plot may be subject to change. (v0.0.1-pre-alpha) Godot Setup! : Nothing crazy just setup Godot (first time btw!) (v0.0.0-pre-alpha) Initial Commit : Initial commit- what else do u expect me to say?? (/s i love yall) Next Step(s): Complete Storyline Create a Script for Chapter 1 Start modelling Notes: To be absolutely honest with yall this is my first time making a game (by myself) and Im super excited! Cant wait to start modelling and making the game!
(v0.0.3-pre-alpha) Modeling and Writing! Changelog: (v0.0.3-pre-alpha) Test Model: Nightstand : OKAY this my first time using blender and I used a tutorial to guide me through. THough it looks, well, “okay” im not satisfied. Ill make a better one. Just trust me on this (v0.0.2(B)-pre-alpha) Chapter 1: Story : Okay! I’ve polished and completed the chapter1 story line. Ive tweaked the backstory a bit to stay realistic. I really really like the direction im going for while keeping the scope uhh managable. Ive so many places where I can improve upon! ive kept it open ended because i have chapter 2 planned 🔥 Next Step(s): Complete Storyline for Ch1 Create a Script for Chapter 1 Start modeling Notes: OKayy i really liked modeling, i think im getting a hang of it! AALSOOOO im super proud of the story line im cooking rn
(v0.0.3(A)-pre-alpha) Think, Write, Repeat. Changelog: (v0.0.3(B)-pre-alpha) Game Design: Chapter 0 : Oh my gawd! The prologue sequence is so so so cool! I just love it. Ive laid out a complete map of chapter 0! NOW i can finally start working on the first chaapter without procrastinating more lol. (v0.0.3(A)-pre-alpha) Story: Chapter 0 & 1 : Yoooo finally wrote the complete chapter 0 (the prologue) and polished chapter1 even more. Its really coming together. Now I will move on to the game design. Like each action and tiny details. After I’m done with Chapter 0 gamedesign ill start making it Next Step(s): Complete Storyline for Ch0 and Ch1 Create a Script for Chapter 0 Start modeling Notes: THis is SOOO time and energy consuming! Storyboarding is NOT easy lmao. Anyways i finished the story for Ch0 and Ch1 and script for Ch0. Now ill start modeling. frfr
(v0.0.4-pre-alpha) Model & design Changelog: (v0.0.4-pre-alpha) Level Design + Bench Model : Designed the chapter 0– like a mind map, now its time for me to start 3d modelling and making the game. And a bench model for chapter 0 Vestige: Chapter 0- Level Design : Just designed the chapter 0– like a mind map, now its time for me to start 3d modelling and making the game Vestige: Bench Model : This is a bench model for chapter 0. I spent so much time making this. i think i gained experience and the next models will be faster Next Step(s): Start Modeling Make ground Make a player object and controller. Notes: OH MY GOD! I MODELED THAT? I really really dont believe it! It looks soooo good.
(v0.0.5(A)-pre-alpha) PLaying the Map! Changelog: (v0.0.5(A)-pre-alpha) Map + Player : OKay we are stepping up to the big guns now! In this commit I have added a Map for chapter 0 AND also added the player model! I KNOW that the grass and trail textures are not the great and they look “not good” but I think ill polish it when the core game mechanics is done!z Vestige: Map & Player : Wow this is SO COOLL! I am really enjoying blender AND godot. So here I made the map for chapter 0 (prologue) and a player character! Definitely cooking Next Step(s): Add trees Shaders Log Cabin Model Notes: Okay! I am starting to learn blender! I am really enjoyying the process!
(v0.0.5(B)-pre-alpha) Log Cabin Changelog: (v0.0.5(B)-pre-alpha) Log Cabin : Very very happy with the log cabin model. But it took soooo sooo mucj time omg. I am too tired to write more. Sorry. Vestige: Log Cabin : holy moly, this is crazy! I LITERALLY SPENT 3 HOURS of my life making a log cabin… Wow. Hey it was kinda worth it! I imported this into godot but uhh its doing quirky things lets see if i can fix! Next Step(s): Add trees Shaders Log Cabin Model Notes: The UV on the log cabin was hell. omfg
(v0.0.5(D)-pre-alpha) Forest Design && Polishing Changelog: (v0.0.5(D)-pre-alpha) Forest Design (Part-1) : After polishing and giving the finishing touches to the tree models and the chapter 0 map, I am now in the process of level design. Firstly ill make the forest and then go on to the cabin, other models, shaders and gameplay stuff. Its slowly coming together frfrfrfr. Lapsed (v0.0.5(C)-pre-alpha) Polishing (some) Models : hey woud you look at that! im back 🔥anyywayyssss in this lapse i polished the tree models such that the leaves are collision free and then I also changed the texture mode to seem more pixelated. Changed the map a bit to make the trails better. Lapsed Next Step(s): Add trees (in progress) More models and stuff Shaders Notes: Im coming back after soo soo long because of two main reasons: 1) I was skeptical of Lapse(it was bugging) ANDD 2) i was very bust these days. Welp my school starts tmrw
(v0.0.5(E)-pre-alpha) Forest Design (2) Changelog: (v0.0.5(E)-pre-alpha) Forest Design (Part-2) : Did a bit more of the forest, slowly increases the forest cover! Since my school has opened im working a bit less :/. No worries ill slowly keep doing stuff. Added some TODOS Lapsed Next Step(s): Add trees (in progress) More models and stuff Shaders Notes: School started from today so less work :/
(v0.0.5(F)-pre-alpha) Forest Design (3) Changelog: (v0.0.5(F)-pre-alpha) Forest Design (Part-3) : Last and final lapse of the forest! The pine/taiga forest has been completed. Nowww- its time for me to add shaders, make it fog, making it night time, etc., This was extremely tiring :/ but was worth it :D Lapsed - Next Step(s): Add trees More models and stuff Shaders Night Time Notes: After so so long time I worked on Vestige again! Looking forward to making more devlogs soon!
(0.0.6(C)-pre-alpha) Nighttime & Shaders!! Changelog: (0.0.6(C)-pre-alpha) Shaders (1) : After a lot of trial and errors I finally added the Shader! The environment or the atmosphere ia really taking shape! Im telling u this is gonna be epic!! I am liking the development process a ton though it feels a bit overwhelming sometimes Lapsed (0.0.6(B)-pre-alpha) Nighttime & Fog : This is lowkey peak u cant argue with ts bruh. I know that the lighting and the fog isnt perfect but hey! im slowly learning everything! Today I made the game into a night scene with some fog! looks cool ngl Lapsed (0.0.6(A)-pre-alpha) Upgrade to Godot 4.7 : Nothing much, just upgraded Godot version to 4.7 - the latest one because: 1. I can 2. You cannot stop me 3. Yes Next Step(s): Add trees More models and stuff “3. Shaders Night Time Silhouettes! Sounds Blizzard (Storms!) Notes: I really really love how the game is turning into! THough i know the lore (kinda) and have an idea for the chapter 0 i.e. the prologue I am not sure how to progress it into chapter 1. Well i do have an idea but nly time will tell!
(0.0.6(E)-pre-alpha) Shader, Shader, and Shader! Changelog: (0.0.6(E)-pre-alpha) Shaders (3) : Finalized the shaders setting to make it look peak. hid the extreme blur effect, dither and noise. Made it look more pleasing and not annoying. (0.0.6(D)-pre-alpha) Shaders (2) : New shader now, the previous shader was eh so i found a new one and then modified it a lot! I love each and evey part of it EXCEPT the vignetting i feel like something is wrong. Ill fix it soon tm. also ngl i used chatgpt to understand how these stuff works so yeah :P but dw its not more than 30% ai Next Step(s): Wooden Torch model More models and stuff Silhouettes! Sounds Blizzard (Storms!) Notes: I wasnt happy with the previous shader because there were some irritating artifacts so i switched up the shader to one that i like!
(0.0.6(H)-pre-alpha) One stick and a Coal ore Changelog: (0.0.6(H)-pre-alpha) Toggle Shaders : Accidentally paused the shaders in the previous commit so here we go! Re enabling them (0.0.6(G)-pre-alpha) Torches (Placement - 2) : Added several torches in the scene BUT its not completed yet! I spent a good chunk of this time wondering why i was having some lag and low fps but i coudlnt seem to solve em so i left it as a problem for future me Lapsed (0.0.6(F)-pre-alpha) Torches (Model - 1) : I added the torch model! It has a smoke particle effet and a subtle yellowish lighting. The smoke part was truly trivial and i had to use a yt tutorial to make it. BUT the torch model is made all by myself and im pretty satisfied with it! Lapsed Next Step(s): Wooden Torch model Placements left More models and stuff Silhouettes! Sounds Blizzard (Storms!) Notes: I really love the torch model and texture and the lighting- ykw everything in general. I have some optimizations to worry about tho (particles n stuff)
(0.0.7(A)-pre-alpha) High Mountains Changelog: (v0.0.7(A)-pre-alpha) Mountains (1) - Modelling : really really like the model i have cooked up here, though the texturing is left the base model is looking really cool. The spiky nature kinda symbolizes danger and overall i just think its perfect Lapsed (v0.0.6(I)-pre-alpha) Torches (Placement - 3) : got a lot of work done- the torches are now placed along the path! I’ve done something that i think is really cool. here we go! So i added more torches on the main path to subsconsciously provoke the players to follow the path, on the other hand the tributaries have less! Lapsed Next Step(s): Wooden Torch model Mountains IN PROGRESS!! Silhouettes! Sounds Blizzard (Storms!) Notes: Didnt go to school today cuz i was studying at home lol but got some great work done! ill make the textures next
(0.0.7(D)-pre-alpha) Snowfalllllllllllllll Changelog: (v0.0.7(D)-pre-alpha) Snowfall (1.2) : Finally managed to fix the issue that was causing the glitched snowfall rendering (again, ty seb) Edited the materials thingy and adjusted the settings in general made it so that it looks good! i really like it Lapsed (v0.0.7(C)-pre-alpha) Snowfall (1.1) : Added the snowfall particles (GPU) but it is kinda bugged right now. I am pushing premature scene because @seb will help me out on this :3 Lets hope we can troubleshoot and fix this together! Lapsed v0.0.7(B)-pre-alpha) Mountains (2) - Texture : I did the UV mapping and the texturing for the mountain model, Had to take a bit of help from my friend @seb for the UV wrapping settings but yeah! did all the stuff by myself! Lapsed Next Step(s): Wooden Torch model Mountains Silhouettes! Sounds Notes: Im so chopped rn- Barely keeping my eyes open… Will devlog properly tmrw
(0.0.7(E)-pre-alpha) Foggy fog Changelog: (v0.0.7(E)-pre-alpha) Volumetric Fog & Polishes : Added Volumetric Fog as per the request of Hridya! Also made numerous tiny polishes to the group texture, snowfall particle effects. I experimented with the snowfall thing with the player but it did NOT look good so i had to revert back to the normal thing :P Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks Particle Optimizations Notes: ahh i couldnt work on this yesterday because i was so swamped- hopefully i can work a lot tmrw!
(v0.0.7(G)-pre-alpha) Scary Silhouettes Changelog: (v0.0.7(G)-pre-alpha) Silhouette (2) - Functionality : OMG OMGO MGOMGOMGOpfjhnguiklhdstg- IDK HOW! but whatever i wanted to has been done! Im really shocked at this! but yeah i gotta thank chatgpt a ton but i got through each line of code and did NOT blindly copy them- I think next time i can do this by my own Lapsed (v0.0.7(F)-pre-alpha) Silhouette (1) - Modeling : I’ve been waiting to make this model for sooo sooo long and finally i made it! Def took some inspiration from the SCP 096 and the models by Seb for his game. Other than the model I also made the scene with a light and fog which seems crazy good ingame Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks Particle Optimizations Notes: Holy lockin! i did like 4 hours today- i need to lock in like this moreeeeeeeeeee AAA- i may get burnt out but yeah only 60 more days to go
(v0.0.7(I)-pre-alpha) Spooky Scary Silhouettes Changelog: (v0.0.7(I)-pre-alpha) Silhouette (4) - The Special One : So yesterday I couldnt seem to add the special silhouette in the game but oh well added it in this short session Lapsed (v0.0.7(H)-pre-alpha) Silhouette (3) - Placement : Did a lot of minor stuff (like fixing the material of the log cabin) but the major thing done was the silhouettes’ placement- there are 9 silhouettes, 8 in the wild and one in the cabin, ill make the one in the cabin “special” tmrw! Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks Particle Optimizations Notes: Scawy Scawy Silhouettes! Tiny devlog/journal lolz will work more today
(v0.0.8(B)-pre-alpha) Models and Optimization(?) Changelog: (v0.0.8(B)-pre-alpha) Particle Optimization (1) : wild stuff- so i wanted to optimize it but guess what i think i did the complete opposite oh well i did reduce the particle count by a ton- we’ll see what happens Lapsed (v0.0.8(A)-pre-alpha) Boulder, Grass, Flowers & Fireflies : Pretty productive session! separated the boulder, flower and grass models. but ngl the boulder gave me a hard ass time idk why 💀 Anyways i cooked up the fireflies scene which i am SUPER proud of (since i didnt use any external help- okay u got me just a bit tho) Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations (WIP) Notes: OKay yo- idk what but i did something 💀
(v0.0.8(D)-pre-alpha) Particles (and) Optimization Changelog: (v0.0.8(D)-pre-alpha) Optimization (2) : Okay hol’up wait a min- I think i might have actually pulled it! The game is SOOO much optimized now! Not completed but its almost there. So i prebaked the lighting, reduced the scale of the screen cuz i was already doing it in the shader, decreased the shadow radius and more stuff that i may or may not have forgotten in the 3/4 hours that i worked CONTINUOUSLY- Lapsed (v0.0.8(C)-pre-alpha) Death Particles : Okay so for a long time ive been trying to do this but havent (silly me) but here we go- added particle effects for when the silhouettes are “found” they are yellowish and spread out i plan on making some sound effects. Also i did something for the macOS compilation lmao Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations (WIP! close to finishing ig) Notes: Thats so crazy! The game finally runs smoothly on my godforsaken pc. I had to do a LOT of stuff and research, but ngl ChatGPT also came in clutch!
(v0.0.8(G)-pre-alpha) More Optimization Changelog: (v0.0.8(G)-pre-alpha) Optimization (5) : Omg omg i think i actually did it! what i did was kinda brilliant ngl- So here we go: 1. Whenvever the trees/models are outside the players view they are removed! so like they are not rendered!! Saves cpu and gpu. 2. The snowfall thing is not static now it moves with the player so that only a small area is gettingg the snowfall and a lot less particles is rendered! Lapsed (v0.0.8(F)-pre-alpha) Optimization (4) : I dont even know at this point what i did but i think i increased the frame rates a bit? but i learnt that voxelGI was not performant for my use case so i removed that- also changed the visibility ranges a bit and more i forgo Lapsed (v0.0.8(E)-pre-alpha) Optimization (3) & FPS : A nice session where i sat down and did more optimization- ah yes optimization is the key to life and happiness, I am really shocked that i optimized it so hard that it runs smoothly in my poopc with good graphics! SubViewport and TextureRect for the win, also added fps counter Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations Complete Death animation Notes: HOLY SMOKES! (no pun intended) IM PUSHING 40 FPS!! when i compiled. Normally im getting like 36fps! thats a huge improvement from 9fps that i was getting initally! finally i can do some other stuff lmao
(v0.0.9(B)-alpha) Animations! Changelog: (v0.0.9(B)-alpha) Waking up & Counter Animation : So added the waking up animation - this was a new thing for me that i think i leanrt! the animation player is a really cool feature! Also now the silhouette counter shows up only after the first silhouette is found Lapsed (v0.0.9(A)-alpha) Death Animation : Fixed a bug (ig? idk if u can call it that) that made it so whenever u looked away from the silhouette the animation would completely freeze. Turns out there was a VisibleOnScreenEnabler3D child which froze the process- Its fixed now! Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations Complete Death animation Walking animation Notes: uhh i dont know what to say this time- my exams starts from tmrw so updates may be slow asf BUT i will try to do atleast 1 hour per day
(v0.0.9(E)-alpha) More erm Animations! Changelog: (v0.0.9(E)-alpha) Silhouette Spawning, Flickering Animations (2) : Yay i finally made the silhouette spawning animation! it looks sick! the way it slowly comes into view- really cool i also did a bunch of things here and there that im not going into detail :3 Lapsed (v0.0.9(D)-alpha) Silhouette Spawning (1) : Erm uhh idk- i experimented with both script and animationplayer animations but i couldnt seem to get them to work - the script seemed to fail completely while the animation player got me some success but not enough- I will look in to this tmrw! Lapsed Next Step(s): Models of the silhouettes Boulders / Rocks (WIP) Particle Optimizations Complete Death animation Walking animation Notes: yoo gng i had my regional language and physics exam today and i lwk think i did pretty well! Anyways i did some work and i think ill do more now!
(v0.0.10(A)-alpha) Walk and Map Redesign Changelog: (v0.0.10(A)-alpha) Map Redesigning (1) : I think im going to go on a different direction with the prologue scene! i changed the pathways because i think it was too complex and looping- I am also thinking of turning the log cabin into an watch tower for more ominous feel! im working on the story hopefully i can figure it out! Lapsed (v0.0.9(F)-alpha) Walk Animation (Camera Shake) : Yoooo! holy smokes this look epic spent a good chunk figuring out how to make the walk animation turns out its easier to do it through code- thats why i ended the lapse prematurely and worked on it in Rider IDE! it look so cool rn it has head bobbing in all three dimensions! Lapsed Next Step(s): Boulders / Rocks (WIP) Walking animation Story Redesign Notes: I had some different ideas about the story and im working on it- redesigned the map a bit! i think ill do more stuff
(v0.0.10(C)-alpha) Story and Map Redesign Changelog: (v0.0.10(C)-alpha) Story + Map Redesigning (2) : So as i am changing the narrative i need to update the map accordingly, A very small update because my mouse stopped wrking but oh well i just changed some textures and added trees. Also making a story narrative in 2nd person ig? Lapsed (v0.0.10(B)-alpha) Story Redesign (1) : Brainstormed a lot of stuff- and rewrote the prologue storyline- the old one was pretty basic i like the new one more and I mostly changed it because i am thinking of the next chapter too and i want a seamless transition- just hang on with me ill cook something truly epic :3 Next Step(s): Boulders / Rocks (WIP) Walking animation Story Redesign (WIP) Notes: OKay today ill lock tf in my exams just finished!
(v0.1.1(A)-alpha) Map Redesign and Improved mechanics! Changelog: (v0.1.1(A)-alpha) Improved Silhouette Mechanics : oh my! it looks so sick! il definitely play test this once more but heres what i did in brief: Previously there used to be different silhouttes but NOW theres only one that “teleports” when u reach it as if guiding you somewhere – to the watchtower :3 Lapsed (v0.0.10(E)-alpha) Map Redesigning (4) : I think i am done with the forest/map layout for now im pretty happy! plugged off some paths that i didnt want the player to go through- removed a ton of legacy code. Next up i think ill work on the silhouette mechanics which i cooked up in the new narrative! wish me luck! Lapsed (v0.0.10(D)-alpha) Story + Map Redesigning (3) : Again one of the shortest lapses i have made but its enough for me to get the 1 hour streak lmao- I promise Ill work honestly from tmrw, Exams finished just today and im exhausted asf- Please excuse me! Made updates to the story too Next Step(s): Watch Tower Model Walking animation Story Redesign Improved Silhouette Mechanics Notes: Holy moly! the silhouette (YES SINGULAR) works wonderfully now! its like its guiding you! im really happy with the result i think ill model the watch tower.
(v0.1.1(E)-alpha) Watch Tower (40%)! Changelog: (v0.1.1(E)-alpha) Watch Tower Modelling (4) : erm so nothing productive just me fixing the HUMONGOUS number of vertices that have been created for god knows what. Lmfao i messed up at the end and i have to go back to the last backup Oh well i have tuitions now will do more stuff later Lapsed (v0.1.1(D)-alpha) Watch Tower Modelling (3) : Ah yes, guess why there is no lapse for this update- thats right! Lookout messed up and I cannot recover the lost footage and publish it in lapse. I lwk forgot what i did in this update 💀 You are gonna guess it (v0.1.1(B&C)-alpha) Watch Tower Modelling (1&2) : Guess who forgot to commit THATS RIGHT ITS ME- In this lapse I made the skeleton of the watch tower that is going to be the main attraction of the prologue. I do not have much time and hence i am ending this session prematurely! See you tmrw! More modelling of the watch tower, made the top thing the uhh room? ig tested the model size with the player size in godot and i found that it was a bit small so i fixed that! Made some windows for the watchtower so that everything is visible Lapsed Next Step(s): Watch Tower Model (WIP) Walking animation Story Redesign Improved Silhouette Mechanics — Notes: Ah yes I lost like 30 minutes of lapse yesterdat cuz lookout servers died oh welp! here i am again!
(v0.1.1(I)-alpha) Watch Tower Modelling (60%)! Changelog: (v0.1.1(I)-alpha) Watch Tower Modelling (7) : Nothing much just edited the fences a bit and resized them in order to prevent overlapping. Oh also I made the roof – needs polishing ik but its a start lmao- i want to complete the modelling as soon as possible lwk- Lapsed (v0.1.1(H)-alpha) Watch Tower Modelling (6) : Yoo moving from vertices selection to something different felt awesome! anyways i made the fence? i think thats what its called- On all four sides. I am following a model for inspiration and im pretty happy on how it is turning out! Lapsed (v0.1.1(G)-alpha) Watch Tower Modelling (5.3) : FINALLY FINALLY! I have completed optimizing the walls of the watch tower. What i mean is I reduced the number of vertices and faces in the model. This will help me immensely while texturing the UV. I created another backup just in case lmao Lapsed (v0.1.1(F)-alpha) Watch Tower Modelling (5.1 + 5.2) : I tried cleaning up the Watch Tower model but idk how it all got messed up anyways I will try again ONE LAST TIME tommorow if it works it works otherwise i have to roll back to the backup and just forget about cleaning up- i messed up yeah Lapsed Next Step(s): Watch Tower Model (WIP) Watch Tower Texture Notes: i NEED to finish modelling this ASAP gng 💀 wish me luck ill be lockin in today 🔥
(v0.1.1(L)-alpha) Watch Tower Modelling (75%)! Changelog: (v0.1.1(L)-alpha) Watch Tower Modelling (9.3) : Joined a lot of meshes together for efficiency and ease of use. Oh also made the raining v1 for the first layer of the stairs. I have my prize distribution and investiture ceremony so yeah! see ya laterrrrr Lapsed (v0.1.1(K)-alpha) Watch Tower Modelling (9.1 + 9.2) : 1. omg omg omg! stairs in progressssss! Made two flights of stairs- what i mean is i made one flight of stairs and then copied it 💀 Anyways I’m almost done with the modelling i think- The stairs and the windows are the only things are left (oh maybe more optimization :p) 2. Added much More stairs and the topmost layer. I will make the integration of the stairs to the floor tommorow, ALSO i will add the railings and all tmrw I am sleepy as frick! Lapsed (v0.1.1(J)-alpha) Watch Tower Modelling (8) : Wow! what a productive session! Ok so a lot of thing was done. Here’s what i did in short: The legs of the watch tower was made before but in this session i added the supports and support beams! i again followed the model as an inspiration and made the supports! Looks prety cool! Lapsed — Next Step(s): Watch Tower Model (WIP) Watch Tower Texture Notes: um holy shit i am doing a 4? or 5 hour devlog 💀 this is unreal! Anyways this is draggin me sooo muchh but i think im super close to finishing this
(v0.1.1(O)-alpha) Watch Tower Modelling (90%)! Changelog: (v0.1.1(O)-alpha) Watch Tower Modelling (10.3) : hell yeah! completed the guard rails– now uhh some more fences are remaining i promise it wil be done very soon im trying my bestttt Lapsed (v0.1.1(N)-alpha) Watch Tower Modelling (10.2) : Made another layer of guard rails beside the stairs - yeah just that 💀 i have no more words to write here Lapsed (v0.1.1(M)-alpha) Watch Tower Modelling (10.1) : I might work again later after coming back from art classes- but im not sure as i have some tuition work to do :( I also have some pending ssignments! yikes!!! anyways here’s what i did: Made the rails of the stairs with some bars - first and second stairs. did some desmos stuff- Lapsed Next Step(s): Watch Tower Model (WIP) Watch Tower Texture Notes: ok i dont really know what to write hereeee nowwww- maybe the next time
(v0.1.2(A)-alpha) Watch Tower Texturing (2%) Changelog: (v0.1.2(A)-alpha) Watch Tower Texturing (1.1) : Yay so i moved on to the texturing part of the watch toweeeeerr. Just made the door for now but I will accelerate the work from tmrw trust Lapsed (v0.1.1(Q)-alpha) Watch Tower Modelling (11) : oh my gosh! im done with the modelling! well i mean i may add the window margins stuff later but yeah! i am now starting the texturing! i made the glass and experimented with some stuff Lapsed (v0.1.1(P)-alpha) Watch Tower Modelling (10.4) : ok i am being for REAL right now. and u HAVe to believe me when i say that i am FInALLY COMPLETE with the freaking fencing stuff i am NOT doing that again 💀 ok now the only thing left is the window panes and THEn i can finally move on to the texture- Lapsed Next Step(s): Watch Tower Model Watch Tower Texture (WIP) Notes: Yooooo so I finally completed the modelling of the watch tower and started texturing it recently. I have some work to do today so idk how long i can code- Ill try my best tho!
(v0.1.2(C)-alpha) Watch Tower Texturing (45%) Changelog: (v0.1.2(A)-alpha) Watch Tower Texturing (1.5) : Yay so i made the Floor section completely- the floor and the uhh supprts ig lol. THis was fun Ill work more tmrw Lapsed (v0.1.2(A)-alpha) Watch Tower Texturing (1.2 + 1.3 + 1.4) : 1. So nothing much to brag about here- I completed texturing the roof. It was pretty easy ngl - anyways I’ll do the UV unwrapping of the walls next ig. 2. So I unwrapped the UV layout of the walls and its Horrible! It will take so much time to manually fix everything lmao. I did like 50% of the unwrapping today NOT THE TEXTURNG BTW! so we will see tmrw! gn. 3. Completed the UV unwrapping of the walls and also the texturing of the walls! the room section of the texturing is done! moving on to the floor and stairs! Lapsed Next Step(s): Watch Tower Model Watch Tower Texture (WIP) Notes: Aww man i couldnt really focus on this project for the last few days i had so much work! had 2 assignments- submitted them today so i think i can focus in more today!!
(v0.1.2(H)-alpha) Watch Tower Texturing (90%) Changelog: (v0.1.2(H)-alpha) Watch Tower Texturing (4.1) : Okay so nothing but I joined a hell lot of meshes and objects- i mean the stairs portion. And then unwrapped the UV this took me some time but i finished it! next imma fix the UV and then COMPLETE this FOR ONCE AND ALL! Lapsed (v0.1.2(G)-alpha) Watch Tower Texturing (3.4) : Ayy so i completed the Leg section of the watch tower! i agree most of the work is uv unwrapping because of the faces and all yk. But yeah! im making progress only the stairs section left ig!!!! Lapsed (v0.1.2(F)-alpha) Watch Tower Texturing (3.3) : Teeny tiny lapse! just combined and unwrapped the support beams- ill prolly texture it tommorw and then move on to the stairs section Lapsed (v0.1.2(E)-alpha) Watch Tower Texturing (3.1+3.2) : Holy smokes! What a productive day! got so so so much done today – So I completed the Legs, and support beams in this lapse so only the cross supports are left! Also blender crashed like 300 times today– i really need the macbook gng i got the signs already! Lapsed (v0.1.2(D)-alpha) Watch Tower Texturing (2) : Oh another milestone i suppose! I completed the UV unwrapping of the fence and also textured it! I dont have any more stuff to talk about gng im so tired and busy nowadays Lapsed —## Next Step(s): Watch Tower Model Watch Tower Texture (WIP GNG ALMOST) Notes:OK LISTEN! LISTEN I swore to @Keyboard that I wont devlog until I have completed the whole texturing BUT its getting too ridiculous not to- im alr at 7 hours and yeah. Also big ass devlog-
(v0.1.4(B)-alpha) Walking on the Watch Tower (Failed) Changelog: (v0.1.4(B)-alpha) Walking on Stairs (2) : Lwk I just messed around for the whole time I literally do not know wht to do at this point I will revisit this tommorow (I dmed my fwend Seb lmao). I tried many methods but i couldnt seem to be able to make this work tho Lapsed (v0.1.4(A)-alpha) Walking on Stairs (1) : Yo gang I tried my to do the stairs walking thing but as you would expect I completely failed lmfAaooo. Uh I really dont know how to move next but ill try my best Lapsed (v0.1.3-alpha) Mountains Texture Fix : So erm as i completed the watch tower im moving on to other thigns– first i saw that this was in my todo for a while so fixed it lol Lapsed (v0.1.2(K)-alpha) Watch Tower Texturing (4.4) : Shalalala sha boinky! I actually finished the (skeleton) of the watch tower model! Omg i dont believe it! I am feeling a large weight off my shoulders lmfao! But hey its not done yet! I have so so so sos os so much more to do- next up ill fix the stair walking and oh a story redesign! Lapsed (v0.1.2(J)-alpha) Watch Tower Texturing (4.3) : Finally completed texturing the stairs – the railings and the beams are still remaining but ill try to do them soon enough 👍 Lapsed (v0.1.2(I)-alpha) Watch Tower Texturing (4.2) : oh my GOD BRO this is so painful i really hope i could do something else to speed this up but yeah idk- So nothing other than UV unwrap stuff NOT EVEN ONE mesh and i have 2 more to go- I am dying :D Lapsed Next Step(s): Watch Tower Model Watch Tower Texture Auto Jump on Stairs Interior Design of the Watch Tower Notes: Gang I tried my best I literally cannot seem to be able to be able to find a way to make the auto jump thing I need to call the big guns now! ( @seb ) Anyways, I obv completed the watch tower texturing
(v0.1.4(G)-alpha) Moving & Jumping on the Stairs (Passed!) Changelog: (v0.1.4(G)-alpha) Player Movement Rework: Auto-jump (5) : Ok i kinda cheesed it ngl- I was literally being ragebaited because it was NOT working any how. I am using a not so beautiful method but hey it works and thats what counts – ill polish it later dw. Lapsed (v0.1.4(F)-alpha) Player Movement Rework: ?? (4) : wtf? what happened? what did i do? this is insane i really dont know………. soo erm climbing stairs doesnt work and there are some pretty bad bugs like being able to fly- lwk i might revert this session Lapsed (v0.1.4(E)-alpha) Player Movement Rework: Noclip (3) : added a pretty peak thing. Ok so added a noclip feature – this is like the spectator mode in minecraft lmfao. Ive been meant to do this for a long time but here i am! finally added this – this will help me a ton i js know it lol Lapsed (v0.1.4(D)-alpha) Player Movement Rework (2) : Yoo so added a bunch of new things such as air friction, acceleration deceleration and more. I am having one tiny bug tho – that is i cannot turn when jumping but dw ill figure out a way to fix it! Also if u forgot Im doing the player rework just to make the autojump thing Lapsed (v0.1.4(C)-alpha) Player Movement Rework (1) : Okay So i realised it wwill be extremely difficult for me to figure it out on my own, and even the big ones ( @seb ) had no freaking idea lmao. SO what i am doing bnow is following a player/fps controller tutorial where they add this autojump feature :3 Lapsed Next Step(s): Watch Tower Model Watch Tower Texture Auto Jump on Stairs (Done but polishing left) Interior Design of the Watch Tower Core Gameplay Notes: These sessions were lwk ragebait – i will NOT talk about the 4th session cuz i have no freaking idea about it. I found a weird way and workaround to do the auto jump. Although it might not be the most beautiful but it works and thats what counts
(v0.1.5-alpha) Better Movement, Stealth & Environment! Changelog: (v0.1.5-alpha) Environment Rework & Jitter Fix : Since i completed the lore/plot finally trust me (not written but thought of) I needed to change the environement a bit kjust to match the vibe i am going for now! it is now a whitish dusk and not pitch black. ALso i think i fixed the jitter thing. Lapsed (v0.1.4(J)-alpha) Player Movement Rework: Crouching (8) : I have completed reworking the player movement for now– next up ill actually focus ont he core gameplay. In this comit/lapse i have added a crouch functionaility and fixed some other logical stuff that im not going deep into Lapsed (v0.1.4(I)-alpha) Player Movement Rework: Area3D (7) : OKsy! so i and @seb figured out a way to fix the issue i talked about in the previous commit/lapse/. The fix was pretty neat! i added an area 3d on the stairs and the smoothing only work iin this area! i also turned off jumping here Lapsed (v0.1.4(H)-alpha) Player Movement Rework: Smoothness (6) : Fixed the erm “smoothing problem” Previously it was hella snappy and awful to look at - now I added a smoothing thing in the _process but uhhh another problem now – the jumping feels floaty and walk is smoothed out :/ Lapsed Next Step(s): Watch Tower Model Watch Tower Texture Auto Jump on Stairs Core Gameplay Rewriting the todos & story (final istg) Notes: Finally thought of a cohesive plot. I do not have much time or energy to make another chapter – so ive decided to merge everything into one gameplay – the prologue. So yeah! we’ll see how it turns out (i have high hopes tho)
(v0.2.5-alpha) Memory/Vestige Chains (Prototype) Changelog: (v0.2.5-alpha) Vestige Chain (4) : Les goo i completed the full chain of vestiges currently they are just cubes but i will def make models for them later! Lapsed (v0.2.4-alpha) Placement + Vestige Chain (3) : Ok i placed all of the vestiges and currently made the animation till the Vestige 4 – 4 moire to go (counting the watchtower). Idk i think i did some other stuff that i prolly forgot lmfao. Lapsed (v0.2.3-alpha) Particle Fix + Vestige Chain (2) : So previously there was this thing that the particles were all dark and glomy cuz of the exposure thing- Fixed that in this lapse/commit. Also i added the 2nd vestige prototype! Lapsed (v0.2.2-alpha) Vestige Chain: Starting (1) : Yay so i started the next priority in the todo list! I started the vestige chain using only a cube lmao! i will model them later – this is the prototype phase Lapsed (v0.2.1-alpha) Vestiges brain storming : So previously there was this thing that the particles were all dark and glomy cuz of the exposure thing- Fixed that in this lapse/commit. Also i added the 2nd vestige prototype! (v0.1.6.3-alpha) Todo Cleanup : Yep so the thing was that I was too disorganized and too overwhelmed. I sat down today and wrote down everything I think i have a clear picture of what I want to do now! (v0.1.6.2-alpha) Rename & Bunker Prototype + Optimization : I renamed everything. I think i said yesterday that The story is now one single cohesive storyline so I renamed everything to match the new thing. Also I made a hole in the ground (for the bunker) and added a mesh just to visualize it lol. Lapsed (v0.1.6.1-alpha) Story + Optimizations : Right so as i mentioned yesterday i had finalized the plot, in this commit/lapse I wrote it down! Oh also I did something that Ive kept in my todo for a long time lol – I optimized the flower and grass models Next Step(s): Rewriting the todos & story Prototype Vestige Chain Bunker prototype Notes: Wow im speeding up here! i actually finished the entire vestiges sequence Next up imma prototype the bunker
(v0.3.3-alpha) Bunker & Interaction Changelog: (v0.3.3-alpha) Player Interaction (2) : Me add raycast to the face of player, poke poke thing, thing cry, raycat know what it did, raycast say name, i hear, i do something; In a nutshell the raycast detects the collider and if its the bench it enables the e to interact thing Lapsed (v0.3.2-alpha) Player Interaction (1) : Set up the basic of the player interaction– ill work on it more tmrw Lapsed (v0.3.1-alpha) Map Positioning (Ending) : Positioned the map so that the dead space is directly below the drop chute- and other fixes and tests Lapsed (v0.2.13-alpha) Bunker: More models & logics (7) : Improved model to include a turn and a drop, finally added more mechanics and animations. The bunker now dissapears if u look away. fixed some other logics Lapsed (v0.2.12-alpha) Bunker: Mechanics; Showing Maps (6) : When player enters the doors closes and then the original map dissapears, you keep walking forward and the secondary map is spawned. As u come out of the other side the tunnel leads you to the secondary map. Lapsed (v0.2.11-alpha) Bunker Prototype: Door Mechanics & Stairs (5) : made the door open and close animations actually happen with the players actions. Also added an AREA3D which allows the stair logic to kick in. Added the map thing but will animation and add the mechanics in the next update! Lapsed (v0.2.10-alpha) Bunker Prototype: Model & Animations (4) : experimented with another map and stuff. Modelled the top portion and added a simple animation for the doors Lapsed (v0.2.9-alpha) Bunker Prototype: Model (3) : completed the bunker modelling – mostly protype rn but yeah! Next up i think imma make the mechanism of the bunker mm Lapsed (v0.2.8-alpha) Weeping Silhouette: Animation (2) : Les goo i finally completed the weeping silhouette thing! Now it explodeds kinda when u go near it and leaves the player stranded they player has to navigate their way into the next parts! Lapsed (v0.2.7-alpha) Weeping Silhouette (1) : modelled the weeping silhouette and placed it where its supposed to- in the next update I’ll add the animations and stuff! Lapsed (v0.2.6-alpha) Bunker Prototype (1+2) : Well i tried making the bunker prototype but erm i didnt realise how tuff this is gonna be skull. I will try again cuz Im so sick to think straight- ill try to do some other thing toda Lapsed Next Step(s): Bunker prototype Ending Bench interaction Notes: Ive almost completed the FULL game sequence! like ik its using prototype things but the core fucntionality is almost done! super excited
(v0.4.1-beta) Ending, Credits n Modeling Changelog: (v0.4.1-beta) Bunker/Tunnel Model & Texturing) : Oh finally! I am finished with the alpha versions and i moved on to the beta stage! In this session I completed modelling and texturing the bunker as well as the tunnel models! Lapsed (v0.3.9-alpha) Placement, Playtesting & Exporting : Oh my! I am really finished with alpha versions! I will be now moving on to the beta stage. In this session I placed trees, playtested and exported for the alpha release. Lapsed (v0.3.8-alpha) Credits (3) : Yippie i completed the credit scene although the “press anmything to conitnue” doesnt work as of now– but ill add it on my todo for later! Lapsed (v0.3.7-alpha) Credits (2) : THe second lapse/commit of me workin on the credits! I am ALMOSt complete i js need one more session to finalize some stuff Lapsed (v0.3.6-alpha) Bug Fixes & Credits (1) : Fixed an annoying bug where the top of the watch tower was affected by the stair aread3d. Now an invisible wall prevents jumping. Also Added the basic Credits scene. Lapsed (v0.3.5-alpha) Bench Camera Animation, Interaction (2,3) : Aha! I think i am really done with the ending animations! Now the E to interact only works when u are looking directly at the bench. I think i might change the blinking animation tho- Lapsed (v0.3.4-alpha) Bench Camera Animation (1) : Right now I’m Adding the animation and controls for the bench interaction and the cut scene. Added some blinking thing and location changes and movement- Will make the cutscene next! Lapsed Next Step(s): Ending Bench interaction Bunker and Tunnel Models Watch Tower Furniture Vestiges Notes: Yesterday I released the alpha version! the 0.3.9, for win, mac as well as linux! I completed my first priority things and i have moved on to the beta!
(v0.4.11-beta) Lantern, & VESTIGESSS Changelog: (v0.4.11-beta) Vestige 7 Model) : FINALLY FIALTLTJkdas I completed all the vestiges! The final one was the mirror and the chair. Im so tried cya Lapsed (v0.4.10-beta) Vestige 6 Model : Made another model– the wheel chair i am trying to complete this first so ill add the more niche things like umbrellas later Lapsed (v0.4.9-beta) Vestige 5 Model : Okay fifth one down! TWO MOREW i repeat 2 MORE- i wanna complete them asap but lets see! This was a pretty challenging one dawg- the piano was insane BUT it looks so good now Lapsed (v0.4.8-beta) Vestige 4 Model : Made the fourth model– the table, chair, cups and the candles! next up is the musical item- idk how i will make the piano but oh well lets see! Lapsed (v0.4.7-beta) Vestige 3 Model (1) : Erm this is the 3rd model that im doing- ik the uv will be fked uop but oh well. Made the tent, wooden logs and the camfire Lapsed (v0.4.6-beta) Vestige 2 Model : Oh god it is so late but yet im pushing it- I did like 30 more minutes im going to eep now- Anyways in this session i made the swing! Only model tho Lapsed (v0.4.5-beta) Vestige 1 Modelling : In this session I just modelled the crib and the teddy as fast as i could- I need to ramp up my speed here- I dont got much time Lapsed (v0.4.4-beta) Hanging Lanterns & Placement : Modelled the hanging lantern and placed it around the map especially the bunker porttions Lapsed (v0.4.3-beta) Lantern Model : In about 2-ish hours i cooked up this absolutely BEAUTIFUL and awesome lantern model. I just have no words– its just perfect! also added some particle effects and yeah! looks pretty cool Lapsed (v0.4.2-beta) Vestige: Pointer : A point at the center of the screen. yes Lapsed Next Step(s): Ending Bench interaction Bunker and Tunnel Models Watch Tower Furniture Vestiges Vestiges animations Notes: Im so so so close to completing this! so I need pick up the pace here! Completed all the vestiges here
(v0.5.4-beta) VESTIGES ARE ALIVE! Changelog: (v0.5.4-beta) Vestige 7 Animation : Les goo! another task checked off from the todo list! Completed all the animations of the vestiges that forms the backbone of the game- This was the final one (on the path). Next lwk i think ill do sound design maybe Lapsed (v0.5.3-beta) Vestige 6 Animation : I got stuck in this session cuz of a simple bug :skul what happened was that the animation player in the wheelchair scene was changing the position of the root and so it messed everything up- Took me a while to solve it lol. Added some movement and wheel rotation. Lapsed (v0.5.2-beta) Vestiges 3,4,5 Animation : I thought i would complete making the animations today but clearly I failed- Oh well I fixed a LOT of things and FULY completete the third forth and fifth vestiges Lapsed (v0.5.1-beta) Vestiges 1,2,3 Animation : Since I completed modelling and texturing the vestiges the only logical next step is to incorporate them into the game, and thats what ive been doing! Integrated the first 3 vestiges and added some simple animations associated w em Lapsed (v0.4.14-beta) Vestige 4,5,6,7 Texturing : Oh my god- Finished all ALL the texturing- I really wanted thisto be finished faster lol. Anyways in the next session I would make the animations and placements of the vestiges! Lapsed (v0.4.13-beta) Vestige 1,2,3 Texturing : Completed texturing vestiges 1, 2 and 3- i.e. the crib the swing and the tent. Were a lot of fun to see the white models come to life lol. I really like how they are turning out Lapsed (v0.4.12-beta) Models Finalizing : Last day I completed modelling all the vestiges and now only the texturing is left. In this session I finalized the models and meshes and next ill texture them! Lapsed Next Step(s): Vestiges Vestiges animations Watch Tower Furniture Sound Effects Notes: Yippie I completed all the vestiges progression and their associated animations! Idk what ill work on next but maybe sound design? idrk tho...
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