Not bad! Even if you have a rotten memory like I do.
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Just finished work on the first episode in an interactive fiction gamebook serial. https://mcoorlim.itch.io/rascal-and-the-boxer Heavily inspired by 1980s movies, specifically "Smokey and the Bandit II" and "Any Which Way You Can."
In a few months I'll be kickstarting the art and music budget for 3 more episodes of equal length, each based on different 1980 movies - ep 2 is going to be based on Alligator and Caddyshack.
It's okay. Feel like I need to go "less broad, more deep" with this scope of project. I'm definitely *not* going to be done unless I start finishing more scenes and keep the branching under control.
Okay - here's v. 0.2.
I'm working in Tweego using the SugarCube theme. I'm thinking I need to narrow my branching a little - players have a lot of options, but start-to-finish there isn't a lot of depth.
This release is really little more than character creation; I should have a new version out Monday that starts getting into the story a bit.
Day 5 is going to be busy, so I don't have a lot of time to code. I did come up with the logic for the knight AI.
State 1: Wandering aimlessly. They'll walk along whatever platform they're on. If they run into a ladder there's a random chance they'll take it, and then walk in a random direction. Every so often they stop, and there's a 50-50 chance they turn around and go the other way. Hitting a wall or a platform end means they turn around and go the other way. If they see a goblin, they'll go into State 2.
State 2: Chase. They will move twice as fast (almost goblin speed) and pursue the most direct path to their target. If they see another closer goblin, it becomes their target. If they lose sight of their target for 2-3 seconds, they'll go back to State 1.
If a guard catches a goblin, that goblin dies. If the player hits a guard from behind, the guard dies.
Also made up sprites for baby goblins:
These wander around the level. Your job is to save them by killing the humans. If all the babies are killed, the game is over.
Day 3, upscaled to a 16x16 tileset (gobbo is still 8x8). Gobbo is currently able to clear a 1-tile gap with a jump pretty easy, but doesn't have the vertical reach to jump up level to level, and that's how I want it.
Added and implemented ladders. This involved remapping "up" to mean climb and setting a dedicated jump button. Getting "jumping" and "climbing" to work together was maybe the trickiest part. Gravity effectively turns off when you're on a ladder tile. Added the climbing animation.
Next step is going to be implementing the antagonists; I think they'll also be around 16x16, much bigger than gobbo and essentially just barely fitting in the tunnels. Still considering a shift from "climbing ladders" to "climbing walls and ceilings" but for now this is fine.
Day 2 update: I've gone and implemented basic controls - wasd, arrows, joystic, d-pad. I've also got a basic placeholder tilemap.
Consideration now is for goblin mobility. Should our little guy be able to climb walls/ceilings, should we add ladders to the levels, or boost his jumping ability? I don't really see him being very bouncy - fast, yes, nimble, but he's a cave dweller, and I don't want the "escape" of being able to just jump away from foes - stealth is more important than nimbleness.
Tiles are also 8x8, but I'll probably go 16x16 eventually. Final layout will probably be more "warren-like." Tunnels and chutes to give our player room to play a bit cat n' mouse with the invading adventurers.
This might just turn into a repository for devtober vlogs if I can motivate myself enough to record consistently, but we'll see.
I was sick as a dog with con-crud yesterday, but I managed to get some planning done for the first project I'm working on this Devtober. It's a fixed-screen platformer about a goblin trying to protect its warren from interlopers. A lot of dashing around and trying to stab adventurers in the back. I'm thinking some kind of stealth-focused play similar to joust where you can't just hit your foes head on? We'll see, still planning.
Progress is slow because I'm sick but I did manage to get some placeholder spritework for our protagonist worked up:
Hey, I recently noticed that there's a book category so I went ahead and uploaded eight of the novels I've written over the last seven years, along with a few ttrpgs under Physical Games.
In the Galvanic Century series dilettante Alton Bartleby, inventor James Wainwright, and gentlewoman Aldora Fiske solve mysteries and resolve injustice across the globe in a steampunk Edwardian era where galvanic killers stalk the night, sky pirates plague the skies, and Queen Victoria yet rules from her platinum throne.
There have been six released novels in the Galvanic Century series of steampunk mysteries and thrillers. Each stands well on its own, but they are presented here in chronological order:
- Bartleby and James
- A Gentlewoman's Chronicles
- March of the Cogsmen
- Dreams of the Damned
- Ghosts of Shaolin
- Iron Horses Can't be Broken
In the cyberpunk Shadow Decade series marketing exec Erica Crawford lost hers when a coma robbed her of all memory of the last ten years, and not even the FBI knows what she’s been up to.
Now she wanders the streets of 2025 Chicago, trying to get by on a meager allowance of government assistance credits, without friends, funds, or a work history within the last decade.
Two books have been released in the Shadow Decade series:
Hello, I'm Michael, and I'm a novelist, podcast producer, and tabletop game designer who is edging into digital game dev. I've gone and uploaded the novels I've written as ebooks under the Books categories, the ttrpg pdfs under physical games, and I'll be uploading the computer games I'm working on as they're completed.
As far as digital game dev goes I tend to prefer to work on interactive fiction and life/managerial sims, but when an idea hits me just right I run with it. I'm currently working on games set in the world of the steampunk novels I've written.