diff --git a/css/style.css b/css/style.css index 9037fbf..f64af15 100644 --- a/css/style.css +++ b/css/style.css @@ -280,6 +280,36 @@ blockquote.highlight { box-shadow: 2px 2px #bea98e; border-radius: 3px; } +.music-box { + margin: 0 0 1em 0; + display: flex; + align-items: center; + width: fit-content; + padding: 2px 4px 2px 2px; + border-radius: 3px; + border: 1px solid #323a42; + user-select: none; + cursor: pointer; + box-shadow: 1px 1px #323a42; +} +.music-box:hover, .music-box:focus { + outline: 0; + color: #6d747a; + border-color: #6d747a; + box-shadow: 2px 2px #6d747a; +} +.music-box svg { + margin-right: 2px; +} +.music-box.playing svg.play { + display: none; +} +.music-box.playing svg.pause { + display: block; +} +.music-box svg.pause { + display: none; +} @media only screen and (max-width: 700px) { a.journal-link { border-right: none; diff --git a/index.html b/index.html index 1e86126..499084f 100644 --- a/index.html +++ b/index.html @@ -59,11 +59,11 @@

Latest gomepost

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Abysmal project completion rate

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What even is the purpose of side projects?

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My game graveyard, part one

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This might become a series, we’ll see

diff --git a/journal/completion.html b/journal/completion.html index 8762139..b67b3d9 100644 --- a/journal/completion.html +++ b/journal/completion.html @@ -42,7 +42,7 @@ In order to feel it again, I’d have to get back in touch with my original motives for doing it and kind of get past that “activation energy” threshold that makes it hard to pick up a project.

I have many such examples of side projects, either on hold or basically abandoned. - In fact, I could probably write a whole post just taking inventory of my project graveyard (I think I will tomorrow). + In fact, I could probably write a whole post just taking inventory of my project graveyard (I think I will tomorrow). I do regret not finishing certain projects, or I think that I’d like to still come back to them sometime.

But a lot of times, it seems like completion isn’t really what I’m after. diff --git a/journal/graveyard-1.html b/journal/graveyard-1.html new file mode 100644 index 0000000..fccc058 --- /dev/null +++ b/journal/graveyard-1.html @@ -0,0 +1,85 @@ + + + + gome — graveyard + + + + + + + + + + + +

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My game graveyard, part one

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+ Yesterday, I posted about how I start so many side projects and finish so few. + Today, I wanted to follow up with a review of just some of the projects I haven’t managed to complete so far, a tour of my “side project graveyard”. + I quickly realized I would have enough to say about each project for its own separate post. + So to keep the scope limited for today, I’m just going to focus on video games I’ve made or wanted to make. +

+ I should clarify at the start, more for myself than the reader, that I don’t consider all of these projects truly “dead”. + I reserve the right to “resurrect” them at any time, and indeed I hope to return to several of them. + Others ones I’m fine with consigning to the graveyard indefinitely. + I might be more or less vague on the details of a game depending on how likely such a return is. +

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Vernal Luncheon

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+ A cute little 2-dimensional platformer with a bear character. + The bear’s name is Vern. + The idea is that you would jump around collecting food. + Each type of food would grant you a different temporary ability, such as a double jump or a wall grab. + If you’ve ever played Celeste, the dash crystals from that are a similar idea. +

+ The prototype was made in Godot, and it’s probably the most extensive thing I’ve made in Godot to date (which isn’t much). + In the prototype, I got the player character’s movement fine-tuned and several foods are operational. + I made all the pixel art myself, and I also gave it a soundtrack (music I had previously written) and designed all the sound effects myself. +

+ +
+ + + + Vernal Luncheon soundtrack +
+

Tungolcweorn

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+ A top-down “galaxy crawler”, where you play as a legendary, planet-sized, planet-eating monster called the Tungolcweorn, Old English for “planet grinder”. + The monster, which would look something like a round anglerfish made of volcanoes, flies around solar systems, eating up planets and absorbing energy from them. + You would have to contend with space-faring civilizations of varying sizes trying to defend their home planets and resources. + At the same time, I wanted the game to have a sort of medieval mythical theme to it, a mix of sci-fi and fantasy. +

+ This idea never made it too far in implementation, but I had some good ideas sketched out for the various in-game quantities you’d have to collect, like matter, energy, lifeforce, and exotic forms & states of matter that granted various abilities. + I wanted the game to be based on a relatively accurate gravity simulation, so you could do things like gravity slingshots, and planet collisions would be realistic. + The difficulty of implementing that was the first hurdle, and the one I never ended up getting over. +

+

Standing Wave

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+ A musical tower defense game inspired by the flash game GemCraft. + Each tower would emit a single musical pitch, but in order to do damage to passing enemies, you would need multiple towers to create certain combinations of pitches (e.g., a major chord). + Different combinations would do different amounts of damage, and the game would require some musical background and reasoning to play well. + I built a little bit of this one, but dropped it due to insufficient knowledge of Godot. +

+ Well, I didn't make it through all the games I wanted to talk about, but I want to wrap up the post for now. + I could talk a lot about my fun ideas for games and other things. + Maybe I’ll keep going with this as a series, either this week or spread out intermittently. +

+ Have you ever tried to make a video game? + Which of these ideas do you think sounds the most fun? + Would you like to hear about more of my ideas and abandoned side projects? + Let me know your thoughts at my Ctrl-C email: gome ​@ ​ctrl-c.club. +

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+ + diff --git a/journal/img/davey_verne.mp3 b/journal/img/davey_verne.mp3 new file mode 100644 index 0000000..db3a017 Binary files /dev/null and b/journal/img/davey_verne.mp3 differ diff --git a/journal/img/vernal_luncheon.webp b/journal/img/vernal_luncheon.webp new file mode 100644 index 0000000..88e229f Binary files /dev/null and b/journal/img/vernal_luncheon.webp differ diff --git a/journal/index.html b/journal/index.html index f297bbf..e4bc483 100644 --- a/journal/index.html +++ b/journal/index.html @@ -20,6 +20,12 @@

Journal

RSS feed + +

My game graveyard, part one

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This might become a series, we’ll see

+

Abysmal project completion rate

diff --git a/journal/rss/100-day-challenge.xml b/journal/rss/100-day-challenge.xml index 306abfc..f12fac6 100644 --- a/journal/rss/100-day-challenge.xml +++ b/journal/rss/100-day-challenge.xml @@ -13,6 +13,15 @@ 144 87 + + My game graveyard, part one + gome + Tue, 24 Jan 2023 11:00:00 CST + https://ctrl-c.club/~gome/journal/graveyard-1.html + https://ctrl-c.club/~gome/journal/graveyard-1.html + This might become a series, we’ll see + + Abysmal project completion rate gome diff --git a/journal/rss/feed.xml b/journal/rss/feed.xml index 90487b0..52eff32 100644 --- a/journal/rss/feed.xml +++ b/journal/rss/feed.xml @@ -13,6 +13,15 @@ 144 87 + + My game graveyard, part one + gome + Tue, 24 Jan 2023 11:00:00 CST + https://ctrl-c.club/~gome/journal/graveyard-1.html + https://ctrl-c.club/~gome/journal/graveyard-1.html + This might become a series, we’ll see + + Abysmal project completion rate gome diff --git a/js/wotd.js b/js/wotd.js index 9494503..47e2f62 100644 --- a/js/wotd.js +++ b/js/wotd.js @@ -27,7 +27,7 @@ try { wotd.querySelector('.pronunciation').textContent = entry.pronunciation; let definitionHTML = ''; for (const definitionEntry of entry.definitions) { - definitionHTML += `

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