Posted June 19, 2026 by Explaray
I have made a basic health system and a bunch of small fixes. I don't have much to say about this update so this time I prefer to write more about what I have planned. Basically the next update will build on the present improvements, so I think you can expect to have a more rounded game 'prototype' by then.
These devlogs are a way of giving you an inside look into the making of this game and as an account of what happened because I enjoy writing, I use this as a way to curve perfectionism and push myself to better organize, which I think is essential to me.
The next release will already make use of version control through Git and a Kanban board. Up until now I've done fine without them but they're starting to feel necessary. It's one of those moments.
With these improvements I expect to put out updates faster and thus work far better, which is very related to the fact that I am starting to understand how to use Godot and several other aspects of game development.
I have completed my basic idea of a health/hunger/vitality system but if you let it get to zero you'll see nothing happens! I thought about hardcoding a scene reset but I plan for the death system to be more nuanced, so I prefer to leave it without doing anything yet.
Another important thing (an understatement) is teaching the player how to move. Adding that would've added a few more days to get the update out and I just don't want to do that, so as a work-around I'll publish that on the game's page. I believe players should learn naturally through gameplay but since I have limited time, this will have to do for now.
I've been testing different looks for the game but nothing definitive has grabbed my attention. At first I set the resolution to 640x360 just to get a retro style, and my intention is to take things that way but with a modern twist, kind of like how modern source ports of old games like Doom do it, if you're familiar with that. Nothing's concrete right now because I'm not that knowledgable about this so most work will be done by the next update.
You might have noticed I've changed the spelling of vgame. The whole project should now follow the convention of the game's cover, which has been in lowercase since I created the titlescreen a while back. The whole name is some sort of placeholder, but it's possible that putting "temporary" next to a title makes it stick more so... I don't really know anything about making titles so we'll see.
I perfectly knew that having multiple languages so early would introduce an unwanted element of complexity (say that three times...). I have to maintain 3 languages myself with a growing number of text elements LOL, but I did so because I found it cool and I wanted to try Godot's localization capabilities, so that alone makes it worth it, but I still have the complexity problem... So I've decided to only actively maintain English as the primary language and maintain the others whenever I have the time. That's just how everyone does it but I had to make that decision so here it is.
That's all I had to say. My impression is that I'm doing better but I still have a long way to go, so I have to make smart choices to make the most of my time and not become tired of the whole thing. I also don't have an opinion on writing so much text, I definitely want to keep it shorter but I guess that's it for this one... I like it more succint... I'm overthinking things. In any case it's done. Hope it read good, and if it didn't, well, I'll just do my best for the next to be better.
I've gone back to listen to ambient jungle music lately. I've known this genre for a few years and I think the videos in these series were my introduction to it. You may like it.
See ya.