v3launchunit: a pixel-art portrait of myself, with a neutral expression. (calm)
2025-06-16 10:52 am
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devlog entry #11


i have a basic level completion system set up now.

(still need to do save progression and status carryover, but eh)


v3launchunit: a pixel-art portrait of myself, slumped over and eyes crossed out. (dead)
2024-11-25 09:58 pm
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devlog entry #10


been slowly hacking away at my game. most recent work was adding a few things to help with setting up logic systems and whatnot.










does anyone actually read these?
v3launchunit: a pixel-art portrait of myself. my eyes shut tightly, as if in pain. (flinch)
2024-11-15 12:34 pm
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devlog entry #9

started work on another new weapon because i am incapable of focusing on a task
v3launchunit: a pixel-art portrait of myself, with a neutral expression. (calm)
2024-10-23 09:27 pm
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devlog entry #8

randomly decided to add a new weapon to my game (well two weapons but not really)

that weapon being the akimbo winchesters from dusk but loaded with slugs instead

because one terminator 2 flip-cock capable weapon was simply not enough
v3launchunit: a pixel-art portrait of myself, with a neutral expression. (calm)
2024-10-18 02:36 pm
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devlog entry #7


more work on my game, mostly on e1m4 (along with the typical miscellaneous random stuff)



speaking of, i actually feel like i have e1m4's layout in a state that could be reasonably called "mostly finished"!

still need to add secrets and more enemies, though



...



and quickly, before space age releases in three days and i never do anything productive ever again
v3launchunit: a pixel-art portrait of myself, with my eyes closed. (closed-eye)
2024-10-13 07:35 pm
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devlog entry #6


work has been slow and inconsistent as usual, not helped by me finally noticing that oneshot world machine edition was out and also finally getting around to playing both doom 2 and myhouse.wad, not to mention College™.

i did get *some* work done, don't get me wrong -- i've set up stuff for some of the powerups -- but adhd is adhd and i'm not exactly the fastest dev in the west.

anyway, i did some work on powerups, mostly logic. the logic isn't too complicated, most of it is just "add value to timer when you pick up the thing, and then when something happens that the powerup is relevant to, check if the powerup timer is above zero, and if it is, do the thing the powerup does." the fast fire powerup is the most complicated so far, since i want it to be stackable, but oh well ¯\_(ツ)_/¯



...



eight days until factorio space age releases and utterly annihilates the last remaining shreds of my productivity.
v3launchunit: a pixel-art portrait of myself, eyes closed in a happy expression. (happy)
2024-10-07 07:35 am
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devlog entry #5


finally got around to figuring out how model point classes work with trenchbroom and funcgodot! also reorganized a bunch of files and started work on a new level.




also also threw together a quick barebones title screen

v3launchunit: a pixel-art portrait of myself, with a neutral expression. (calm)
2024-10-05 04:20 pm
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devlog entry #4


today, i implemented basic level completion and transition mechanics.
it was suprisingly difficult.

i still haven't implemented any mechanism to actually carry things like health/weapons/etc between levels, but that'll happen eventually.
v3launchunit: a pixel-art portrait of myself, with a neutral expression. (calm)
2024-10-01 03:03 pm
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devlog entry #3


today on v's devlog...
a screenshot of a godot scene featuring three turrets and two pinkertons in a debug area.
turrets! in two different flavors!
in the front are actual, dedicated turret enemies, with their own (semi-)custom logic, and in the back are a pair of pinkertons (the game's "omnipresent cannon fodder" type enemy, a la doom's imps or dusk's mages), configured to stand still instead of pursuing the player.
v3launchunit: a pixel-art portrait of myself, with my eyes closed. (thinking)
2024-09-20 09:22 pm
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devlog entry #2


confessedly, i haven't done too much work on this project, but hey. college ¯\_(ツ)_/¯
of the work i *did* do, most of it was on a level. this level. e1m3.

anyway, here's a pic of the trash spawner in action.

a screenshot of a godot scene featuring pile of trash in an alleyway.


what's this machine do? the world may never know~

a screenshot of a room, focused on some sort of abstract machine.


spooky basement jumpscare

a screenshot of a path down into a foggy, unlit basement.



i need to make more concrete materials, don't i
v3launchunit: a pixel-art portrait of myself, with a neutral expression. (calm)
2024-09-15 07:55 pm
Entry tags:

devlog entry #1


today i spent working on this here trash generator brush thingy.

i still need to make more random props to put into the trash, but i figure i'll manage to do that over time as i model props for the game in general.

a screenshot of the godot editor, showing an irregularly-shaped and vaguely trash-colored polyhedron with miscellaneous props sticking out from it at odd angles.

maybe this is a weird first entry for a devlog, but hey. i needed to start somewhere ¯\_(ツ)_/¯