hobby-ish gamedev. This website contains my raw notes and documents my progress.

← OSUwesome Thoughts about composition →

Drops and gameloops

Gameloops

What is a gameloop? When I think of it its just an engaging mechanic that grows, where the player can feel some kind of progress. But what if you can create mini gameloops within a bigger gameloop? Constantly hitting the beat is interesting. But you want to get stronger over time. As you need to scale enemies to keep the player engaged, you need some kind of way to show the player that he is progressing. For some players its enough to get a higher highscore at the end of the round. For other players, like myself, i like to believe that seeing my progress is somehow validating my efforts, and therefore visual indicators support the gameloop. And i guess people connect the visual with the feel. Just think about connecting and engaging all senses possible.

What else is going on?

I thought about creating automatic exports of my game for every build, for the sole reason of archiving and future reference. But github limits the size of my exports, and they are too big atm to get it running properly without me fixing it in a week or so. I could remove the assets I dont use I guess… or run a local github runner… but somehow this feels like im distracting myself from the most important thing. The development of the game - so lets ignore that. I have all versions on github, no reason to create additional exports… yet. We can think about it when I run automatic testing.

What are the plans for today?

I upgraded from godot 4.5 to 4.6 rc 2. I love the new interface. Animation did change, and all nodes now have unique IDs. IDs were generated automatically. The animation part I had to change in some places, but somehow nothing changed visually. Nevertheless, everything works and I can focus on adding more features and bugfixing.

← OSUwesome Thoughts about composition →