86 lines
6.2 KiB
HTML
86 lines
6.2 KiB
HTML
<!DOCTYPE html>
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<html lang='en'>
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<head>
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<title>gome — graveyard</title>
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<a href='..'>back to gomepage</a>—<a href='.'>journal</a>
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<main>
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<article>
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<h1 id='title'>My game graveyard, part one</h1>
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<time datetime='Tue, 24 Jan 2023 11:00:00 CST'>24 Jan. 2023, 11:00 PM</time>
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<p>
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Yesterday, I <a href='completion.html' target='_blank'>posted</a> about how I start so many side projects and finish so few.
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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”.
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I quickly realized I would have enough to say about each project for its own separate post.
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So to keep the scope limited for today, I’m just going to focus on video games I’ve made or wanted to make.
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</p><p>
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I should clarify at the start, more for myself than the reader, that I don’t consider all of these projects truly “dead”.
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I reserve the right to “resurrect” them at any time, and indeed I hope to return to several of them.
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Others ones I’m fine with consigning to the graveyard indefinitely.
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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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</p>
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<h4><i>Vernal Luncheon</i></h4>
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<p>
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A cute little 2-dimensional platformer with a bear character.
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The bear’s name is Vern.
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The idea is that you would jump around collecting food.
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Each type of food would grant you a different temporary ability, such as a double jump or a wall grab.
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If you’ve ever played Celeste, the dash crystals from that are a similar idea.
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</p><p>
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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).
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In the prototype, I got the player character’s movement fine-tuned and several foods are operational.
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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.
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</p>
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<img src='img/vernal_luncheon.webp' width='512' height='399' />
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<div class='music-box'>
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<audio src='img/davey_verne.mp3' loop></audio>
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<svg xmlns="http://www.w3.org/2000/svg" width="20" height="20" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="play"><polygon points="5 3 19 12 5 21 5 3"></polygon></svg>
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<svg xmlns="http://www.w3.org/2000/svg" width="20" height="20" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="pause"><rect x="6" y="4" width="4" height="16"></rect><rect x="14" y="4" width="4" height="16"></rect></svg>
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<span><i>Vernal Luncheon</i> soundtrack</span>
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</div>
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<h4><i>Tungolcweorn</i></h4>
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<p>
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A top-down “galaxy crawler”, where you play as a legendary, planet-sized, planet-eating monster called the <i>Tungolcweorn</i>, Old English for “<a href='https://en.wiktionary.org/wiki/tungol#Old_English' target='_blank'>planet</a> <a href='https://en.wiktionary.org/wiki/cweorn#Old_English' target='_blank'>grinder</a>”.
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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.
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You would have to contend with space-faring civilizations of varying sizes trying to defend their home planets and resources.
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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.
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</p><p>
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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.
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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.
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The difficulty of implementing that was the first hurdle, and the one I never ended up getting over.
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</p>
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<h4><i>Standing Wave</i></h4>
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<p>
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A musical tower defense game inspired by the flash game <a href='https://en.wikipedia.org/wiki/GemCraft' target='_blank'>GemCraft</a>.
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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).
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Different combinations would do different amounts of damage, and the game would require some musical background and reasoning to play well.
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I built a little bit of this one, but dropped it due to insufficient knowledge of Godot.
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</p><p>
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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.
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I could talk a lot about my fun ideas for games and other things.
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Maybe I’ll keep going with this as a series, either this week or spread out intermittently.
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</p><p>
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Have you ever tried to make a video game?
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Which of these ideas do you think sounds the most fun?
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Would you like to hear about more of my ideas and abandoned side projects?
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Let me know your thoughts at my Ctrl-C email: <code>gome<span style='user-select: none;'> ​</span>@<span style='user-select: none;'> ​</span>ctrl-c.club</code>.
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</p>
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</article>
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</main>
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</body>
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</html>
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