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Devlog
Submission to Summer Slow Jams 2023: Idle
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Untitled Idle Mutation Game
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Devlog
RELEASE!
June 23, 2023
by
deathsythe
#idle, #pico, #pico8, #lua, #release
Well - I made it. A few days under the radar for submission to the jam, but I am insanely busy tomorrow and out of town this weekend, so I gave myself today as the deadline. I managed to implement alm...
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Everything seems stable - now to balance better
June 21, 2023
by
deathsythe
#idle, #pico8, #stable release
So... after dozens of hours, we have a workable game that is in a good enough place for me to feel good about putting it up here. Sure there might be some minor tweaks here and there, and a few more t...
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This must be what Doctor Frankenstein felt like... IT LIVES
June 19, 2023
by
deathsythe
#idle, #pico8
So I've managed to write a custom function to help me scale the sprites to the right size for the boxes and finish the timer bars (they now turn green when they're finished and the math all works out...
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Unlock/Upgrade functions complete
June 16, 2023
by
deathsythe
#idle, #pico8, #lua
UI is more or less complete. It is quite taxing when you have such a limited field to play with, but we're making it work... please ignore my debug information in green. Some of that might stay as inf...
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Tearing my hair out, but this is what learning feels like, right?
June 13, 2023
by
deathsythe
#idle, #pico8, #ui, #gui
So apparently tables in PICO8/luastart at [1], not [0]. (audible groan) . Would have been nice to comprehend that some time ago instead of banging my head against a wall for a few hours, but that's al...
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Gameplay thought process and GUI Hell
June 12, 2023
by
deathsythe
#idle, #gui, #brainstorm, #pico8
Getting started on what I want the UI to look like. Wrote a draw_rect() function to try to make my life easier, which should allow me to draw rectangles/squares based on simple criteria... clearly som...
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And so it begins.
June 12, 2023
by
deathsythe
#intro, #brainstorm, #pico8, #idle
Haven't really touched coding or video game making in any appreciable way since the 90s or so, messing around in QBASIC or GWBASIC, writing little games out of pages in a magazine (remember those?) or...
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