Plan K

Plan K

@plan-k-dev.bsky.social

barely graphics, lots of fun. Sirius Plank. You can call me Sye. somewhat of a solo game dev, but that's just my plan k. itch.io : https://plan-k-dev.itch.io/

25 followers46 following122 posts

Well, there I am again! The few weeks of break from the project turned into three months, would you look at that! ๐Ÿ˜‚ Unfortunately the break most likely isn't over just yet, as these other projects and tasks (not game dev related) aren't finished. Honestly I don't know for certain when I'm going (1)

back to Beeko, I don't even know if I have time for it this year. But one thing's for certain: I WILL finish it. This will be my first truly finished game, I'll tell you that much. #gamedev #indiedev

Hey, I'm probably going to take a break from my game the next few weeks. I don't give up though! Just need to do some other life-tasks and more (re-)conceptions, that's all. See you soon ๐Ÿ‘‹ #gamedev #indiedev

I'm struggling quite a bit with the art direction of the game. The player either needs to take up less space on the canvas or the tiles need to be bigger. I'm also not sure about the perspective of the background. Sometimes I hate that I'm not an art person ๐Ÿ˜ญ #gamedev #indiedev #2dplatformer

Oh boy. I made a LOT of improvements to the basic player movement: higher gravity when falling (but also capped at a max velocity), jump buffer (only after double jump is used of course) and most importantly acceleration and deceleration, which includes separate walk/run states! #gamedev #indiedev

added some amount of hitstop and made a dedicated sprite for being hit. I'm considering whether I'll add knockback or just leave it as is. ๐Ÿค” #gamedev #indiedev #godot #solodev #2dplatformer

PHEW finally I forced myself to refactor the player script. It now has the same kind of (flat) state machine as the mole enemy! Everything's still in one giant script, but WAY more tidy and scalable. I love this approach! ๐Ÿคฉ #gamedev #indiedev #godot #solodev #2dplatformer

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To check for a state I use match statements (simpler than many if statements). The animation function checks each physics_process frame for the current state and sets the proper animation. To add e.g. a new ability: 1. add a new state to the enum 2. trigger transition in the right state /2

3. add entry logic in set_state 4. add perpetual logic in the state logic function 5. set animation in update animation function That's it! No creating new nodes and fiddling around with export variables!

PHEW finally I forced myself to refactor the player script. It now has the same kind of (flat) state machine as the mole enemy! Everything's still in one giant script, but WAY more tidy and scalable. I love this approach! ๐Ÿคฉ #gamedev #indiedev #godot #solodev #2dplatformer

To briefly explain what I mean by "flat state machine": Basically I use an enum for storing all the states and then a variable state of the type State. Then I have separate functions for setting a new state (and executing state enter logic), logic while a state is active and animations. /1

Future me here. I refactored it mostly. Though there's still no solution for them being out of bounds e.g. when the player falls into a pit ๐Ÿ‘€ #gamedev #indiedev #godot

Plan K@plan-k-dev.bsky.social

implemented floating score labels. Kinda dirty though, but eh, future me will take care of that ๐Ÿฅฒ #gamedev #indiedev #godot

for anyone who wants to make a 2D platformer but struggling with actual level elements / tile types / obstacles: I discovered it helps A LOT just to study some platformers you want to get inspiration from and look out for those basic elements which make up a level... #gamedev #indiedev #2dplatformer

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obstacles Random collision obstacles (e.g., rocks) Obstacles that cause damage (e.g., spikes) Timing-based obstacles (e.g., a rotating spiked roller as ground) Boss fights "Stompers" or elements that try to trap the player Locks (e.g., doors) and keys (e.g., keys lol)

for anyone who wants to make a 2D platformer but struggling with actual level elements / tile types / obstacles: I discovered it helps A LOT just to study some platformers you want to get inspiration from and look out for those basic elements which make up a level... #gamedev #indiedev #2dplatformer

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Enemies Enemies walking on the ground Enemies flying in the air Enemies coming from below (e.g., from the ground/water) Jumping enemies Enemies that shoot/throw projectiles

items Pickups distributed along the path (air(?), ground, platforms) Blocks/crates, etc., holding items Power-ups (e.g., invincibility, shield) Extra lives "Unique" collectibles (e.g. dragon coins in SMW) (make it keep track)

for anyone who wants to make a 2D platformer but struggling with actual level elements / tile types / obstacles: I discovered it helps A LOT just to study some platformers you want to get inspiration from and look out for those basic elements which make up a level... #gamedev #indiedev #2dplatformer

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beneficial/neutral elements (1/2) "Trampoline" elements (allows the player to jump significantly higher) Checkpoints "Tunnels" or elements that define a path (briefly uncontrollable) Breakable walls for creating new paths or for secrets Level enders (e.g., flagpole, sign, story/theme element)

beneficial/neutral elements (2/2) Buttons/switches/pressure plates that trigger something (e.g., opening/moving something) Movable blocks (combinable with pressure plates) A path that gradually forms (e.g., platforms that appear)

for anyone who wants to make a 2D platformer but struggling with actual level elements / tile types / obstacles: I discovered it helps A LOT just to study some platformers you want to get inspiration from and look out for those basic elements which make up a level... #gamedev #indiedev #2dplatformer

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Ground/Platforms (1/2) "Curved ground" (for momentum variation) Platforms (one-way) with a background tile connection to the ground (not just randomly floating) Moving platforms (horizontal/vertical, also mixable, e.g., platforms that lead upwards but sway sideways) "Landslide" or falling ground

Ground/Platforms (2/2) Falling platforms Swinging platforms (movement on both axes) Moving ground (especially vertical) Platforms that partially disappear into the walls (the area periodically shrinks/larges) Ground that causes damage/instant kills (e.g., lava) Swimable water

for anyone who wants to make a 2D platformer but struggling with actual level elements / tile types / obstacles: I discovered it helps A LOT just to study some platformers you want to get inspiration from and look out for those basic elements which make up a level... #gamedev #indiedev #2dplatformer

... Here's a list of some things I noticed in Sonic 1 and SMW: Design Principals (1/2) Variation in ground height ("steps" up or down that must be jumped over) Fork in the path (up/down) ! Lots of verticality, paths far below (or above?) the previous ground level

Design Principals (2/2) Secrets, i.e. hidden items (e.g., behind or in background elements) Moving openings to Passages (e.g., blocks/floors/platforms that periodically slide in front of a path) Foreground elements that obstruct the view

I'm currently prototyping a 2D platformer where you play as this cool duckling (Beeko) in an Sonic/SMW inspired style with the core gameplay hook being a very versatile and chainable moveset and using a score system as an actual progression mechanic. ๐Ÿซก #screenshotsaturday #indiedev #gamedev #godot

and here's a video for a little better representation on what I've been working on the past week or so. I somehow fell in love with the placeholder music. ๐Ÿ˜…

and yes, at the time the moveset is neither versatile nor outstandingly satisfying or anything. I should probably work on that soon (rather than on standard platformer things)

made the UI track which collectibles you missed ๐Ÿ‘ Honestly I think this makes a huge difference in games, when you don't just know "oh, I got 3/5 thingies on that level", but also "I skipped the second and the last one" #indiedev #gamedev #godot

Finally the mole enemy works as expected WITH a smoothly transitioning set of animations! I think there's something hilarious about a random mole enemy having a state machine (though a flat one) now unlike the player which consists just of buncha if statements and booleans ๐Ÿ˜‚ #indiedev #gamedev

Done some enemy logic today. Although I don't think it's the best method to manually tween a Node2D via code for enemy movement. Using a CharacterBody2D for generic enemies is overkill too. Maybe I'll go with an AnimationPlayer for the movement altogether? #gamedev #godot

This is probably just a bad beginner take, but I feel like if you don't understand everything about your state machine and you don't know which level of state separation might be useful, you can screw up bigger than just using i.e. one player movement script with handy comments. #gamedev

Plan K@plan-k-dev.bsky.social

Why do custom finite state machines have to be so hard to understand ๐Ÿ˜ญ #gamedev #godot

The time period I gave myself to finish the prototype is over, and it's still missing many features. However, this time I learned A LOT and actually managed to build tidy and scalable systems! There is an important thingy the next few weeks, but maybe I'll still find some time for this project.

Plan K@plan-k-dev.bsky.social

you know what? I kinda made my own personal game jam. In the next 4-5 days I'm going to make a somewhat playable prototype of my game "Beeko" (title work in progress...ig?) NO MORE EXCUSES! At least like one level. Pls future self, don't give up don't give up DON'T GIVE UP AAAERRAGH #gamedev

FINALLY I managed to make a somewhat decent walk cycle. YES! Today I made more pleasing placeholders (music, sfx, animations) and did some cleanup of the project folders and such. Finally it feels kinda nice to play! (except for the fact that there's not much to play yet lol) #gamedev #pixelart

Okay, so... I've remade some old sprites today. My plan was to basically restart in regards to the Godot project. The problem: I haven't touched Godot for quite a while now and the current pace is not enough to finish the prototype in 4 days. We'll see tho, we'll see... #gamedev

Plan K@plan-k-dev.bsky.social

you know what? I kinda made my own personal game jam. In the next 4-5 days I'm going to make a somewhat playable prototype of my game "Beeko" (title work in progress...ig?) NO MORE EXCUSES! At least like one level. Pls future self, don't give up don't give up DON'T GIVE UP AAAERRAGH #gamedev

I reworked the most left one and ngl... I kinda cooked (for my standards) #pixelart

Plan K@plan-k-dev.bsky.social

Ok, so firstly: Yes, I didn't lie on my bio with "barely graphics".๐Ÿ˜… But which of these versions for the protagonist "Beeko" causes the least pain in your eyes? What could I add/change? #gamedev

Ok, so firstly: Yes, I didn't lie on my bio with "barely graphics".๐Ÿ˜… But which of these versions for the protagonist "Beeko" causes the least pain in your eyes? What could I add/change? #gamedev

you know what? I kinda made my own personal game jam. In the next 4-5 days I'm going to make a somewhat playable prototype of my game "Beeko" (title work in progress...ig?) NO MORE EXCUSES! At least like one level. Pls future self, don't give up don't give up DON'T GIVE UP AAAERRAGH #gamedev

Do you know the game #NeighboursBackFromHell (Neighbours from Hell in the original)? Probably not. But oh boy, I do. The original devs went bankrupt, so there will probably never be another sequel. Do you see where I'm getting at? Yes, I had the idea to make a similar game like it in modern times.

But what about my platformer? Shouldn't I at least finish that one before? I don't know. I'm still deciding on what project is worth more persuading at the time. Aarrggh! ๐Ÿ˜ซ Maybe I just shrink the scope of the platformer way down to a microscopic level just to finally finish a game? #gamedev

I'm suddenly really drawn to the idea of boldly making use of a controller's full range of features. ๐Ÿ˜ฎ

MenacingMecha@menacingmecha.bsky.social

more of this: here's a demo of what the gyro controls were like #godotengine #n64 #fps #retrofps #gamedev