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Started A New Platformer Prototype

It's been over a half month since I released Fester's Torment and went dark on this blog. But I haven't been idle. I already have a new prototype.

It's a fast paced, momentum based platformer that is a cross between Super Mario World and something like Megaman.

The influence is pretty apparent from the gameplay. Something similar to P-speed affects the height of your jumps. You fall fast when you let go of the button and you're floaty when you hold it down. You can get consecutively higher jumps by chaining jumps together without dropping momentum. It's a lot of stuff like that, where knowing the physics allows you to get that really crazy jump.

Fester's Torment Version 2.0 Beta Release

Fester's Torment Version 2.0 Beta Release

This game started as a clone of Halls of Torment but transmogrified into a Shoot 'Em Up style hybrid. It features a day and night cycle, in which waves of enemies are more aggressive during the day, and at night you have time to prepare for the next wave. The goal is to survive for 5 minutes.

Play the Game on itch.io

Or try it here if your screen is big enough. I'll talk more about the release below.

My Complete Defold Render Script

If you're planning to modify the render script yourself, expect to find only partial examples online. You’ll need to combine techniques from various scripts and spend time with the render pipeline manual and the render API. This process involves a lot of trial and error, so be prepared to dig into the code and make sense of it.

Here’s my consolidated Defold render script—a mix between the example script from this light map tutorial by UnfoldingGamedev and the default render script.

While I didn’t write most of this code, I’ll indicate the parts that I did, and otherwise how I got here.

Throw Your Game in the Trash Thursday

Working on the game has been pretty frustrating lately. It's one of the reasons I started writing in this blog: I was looking for something more relaxing to do as a diversion. But of course eventually I got back to the game, and while I have made some progress, I've spent a lot of time fighting to make progress.

In this post, I'm going to run through latest features and then I'm throwing this POS in the trash for the rest of the day. And possibly tomorrow.

Is This a Fester's Quest Spiritual Successor?

Fester's Quest for the NES

Wow. You really clicked on this didn't you? Welcome to my gamedev blog I guess.

Introducing my Game, Fester's Torment

This project was intended to be a cross between Halls of Torment -- a Vampire Survivors clone featuring an infinite, wrapping map that spawns hordes of enemies -- and Fester's Quest, the infamous NES game based on the Addam's Family character. I say was because the direction of the game changed halfway through making it.

And I'm honestly not sure if the end result has any connection to Fester's Quest at all.

How I Accidentally Built 4 Games While Avoiding Work

From the Web to Games

I’ve spent most of my time as a developer working with Django on Linux systems and focused on backend challenges. I knew enough JavaScript to enhance my applications, but beyond using vanilla JS to solve specific frontend problems, I rarely explored it further. Eventually, I realized that if I wanted to get more out of working on the frontend, I should aim to create things that couldn’t be done on the backend at all.

These small projects were just an excuse to break out of the usual web development tasks and experiment with something fun. I wasn’t trying to make fully-fledged games; it was more about exercising a different set of skills and enjoying the process of building polished, interactive experiences, no matter how short of being real games that they were.