Drake Blue Games
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drakeblue.bsky.social
Drake Blue Games
@drakeblue.bsky.social
Indie game developer and duck superhero.
https://drakeblue.com for more details.
https://drake-blue.itch.io/ for the games.
Killing a prisoner you're trying to rescue used to stick until you reentered the asteroid, but now they are beamed back to their prison.
I think the old way was too punishing tho more "realistic" and maybe "No escape; even in death!" fits the scifi dystopian feel quite well anyway. Maybe?

#pico8
May 27, 2025 at 3:16 PM
Test levels are always a bit daft, but you get the idea; there will be more polish in future (and more challenge). The next thing is to make these actions update the player save and persist at which point it's almost a game 😮.

And becomes more of a pain to debug too, of course.

#love2d #indiedev
May 15, 2025 at 5:47 PM
Inevitably I found a bug after yesterday's change. Fortunately it only cost a couple of minutes and tokens to fix.
After a tiny tweak to the level data it's now also within 1 byte of going over limit so we're all full up for the moment for Oust 1.2.0 RC5.

#pico8
May 14, 2025 at 12:48 PM
Hoppy Easter from me and Pac Bun, still spreading the free love in their own special way 4 years on🐰

drake-blue.itch.io/p8c-bun

As far as I know, no-one's ever unlocked the easter egg for completing all 16 levels without dying - esp me with a laptop up arrow not working reliably at all...
#pico8
April 20, 2025 at 2:12 PM
I'd be lying if I claimed that messing about like this wasn't a big reason why I still make these things.
April 17, 2025 at 3:40 PM
"We warn you agent, the Regime's scientists are rumoured to have been conducting experiments to splice flea DNA with the prisoners..."

That's not quite how they're supposed to behave 😆 Definitely better than the previous, "refuse to move at all" bug.

#indieDev #bugsAreFunnySometimes 🐜
April 17, 2025 at 1:10 PM
Seemed a bit unfair that the wee prisoners can get stuck, even on the very early levels of Oust so I thought I'd get them behind some fences. For their own good.
It means you're only likely to see what my gf calls "the saddest four pixels ever" later on when things get nastier in general.

#pico8
April 11, 2025 at 4:59 PM
The return of the wallhuggers (I never thought of a better name). There's nowt like re-implementing to notice the scary bugs in the old implementation that have been live for a year (but don't seem to actually break anything).

And, of course, to add a whole load of new bugs 🐛🐜🐝

#solodev #indiedev
April 7, 2025 at 11:11 AM
This is amazing - and the PICO-8 version was great already 😀
I did hit a bug though (on a macbook, if that helps). I noticed the top row of pixels didn't seem to be getting cleared once I reached the red section then shortly after all input failed at the rising air elevator thing beneath the start 😔
March 27, 2025 at 10:35 AM
The orbs in Oust have some code I'd optimised so it wasn't very readable so I left it alone when everything else got tweaked to save tokens.
Making the new version I looked at it again: it's so bad it has a bug.
Fixed it now & wondering what to do with 27 spare tokens 😀

#indiedev #pico8 #gamedev
March 26, 2025 at 5:10 PM
"That wasn't too difficult". Of course, despite drawing the graphics for the flashing light for these obstacles, adding them to the resources for the game and even loading them when the object kind is initialised, I didn't actually alter the drawing code to, you know, show them at all 😆 Fixed now.
March 24, 2025 at 6:39 PM
One of the simpler things in the game becuase sometimes it's nice to be able to add something straightforward to the game and think to myself "that wasn't too difficult". And it needed to be done some time.

#gamedev #indiedev
March 23, 2025 at 4:34 PM
Keys and gates working which a means basic inventory and more work on the save game system.
The keys aren't all going to be quite so easy to find.

#indiedev #gamedev
March 20, 2025 at 3:52 PM
Did some work to make redirecting teleports a bit more sane in this new version of the editor.
It sure beats keeping two instances of #pico8 open and typing the numbers in manually.
There's still plenty of edge cases to deal with, but it's getting there now.

#indieDev #gameDev #SoloGameDev
March 1, 2025 at 7:07 PM
It's a bit rough still, but asteroid gen all the way to testing is working now. I'd like to do some things in a better way, but as usual trying not to let perfect get in the way of progress.

#gamedev #solodev #indiedev
February 27, 2025 at 5:56 PM
Finally got round to getting the editor to allow adding new kinds of object to an asteroid.
That and generating new asteroids is the biggest thing stopping it from being actually useful.

#gamedev #indiedev
February 22, 2025 at 2:03 PM
It's such a simple, dumb optimisation, but so effective: after updating the objects ingame they're added to a draw list if within the screen plus a bit for overlap.
Edit doesn't do it yet so the draw time drops (green graph top right) when I switch to play.
Was all I did to ship for #pico8😀
#gamedev
February 1, 2025 at 2:00 PM
Tethered objects persist between asteroids now and there's some basic into and out of effects.

Nothing like repeated testing to streamline retrieving this particular orb 😀

#indiedev #gamedev #spacegame #oust
January 31, 2025 at 7:14 PM
Yeah, that's not supposed to happen...

The new clystron orbs are a little bit more unstable than intended right now.

#bug #gamedev #indiedev
January 19, 2025 at 5:35 PM
More exciting #menudev today - fixed the bug were long menus wouldn't scroll properly!

At this rate I might do some boring actual #gamedev today.
January 19, 2025 at 12:15 PM
Doesn't look like much, but being able to add this kind of quality of life improvement to the editor was something I really missed when making the original Oust in #pico8 (tokens were tight in the editor _and_ game).

That said, sometimes it feels more like #menudev than #gamedev right now.
January 18, 2025 at 8:02 PM
Back at it again after the holidays and a pretty nasty bout of illness. This afternoon has resulted in these turrets or "angry barnacles" as I sometimes call them returning to torment the player.

#indiedev #gamedev #spacegame #retrogame
January 15, 2025 at 6:47 PM
There's ~30 minutes of music in Oust, a lot of which only plays on later levels. For more work on the project I've converted it to be more convenient than running Oust every time to listen.
It's also now a download for those who already own Oust:
drake-blue.itch.io/oust
#GameMusic #pico8 #chiptune
December 20, 2024 at 6:35 PM