Drymn
drymn.bsky.social
Drymn
@drymn.bsky.social
After saying I'd like to make games for 20 years, about time to start actually making games. This page is just proof that I'm doing it.
Well, not going to have a completed game this month, but won't let that discourage me. I'll use the last days of this month to play around with what I've got, get a bit more learning out of it, and then start afresh with Round 3 in November.

Meanwhile, RE4 is making me think I'm bad at games.
October 25, 2025 at 9:40 AM
Gotta say, RE3 has been the roughest journey for me so far. It's a constant cycle of being chased and mini-levels - missing the mansions and buildings of the first three games so far.
October 22, 2025 at 10:44 AM
Nothing interesting to say on the game today - keen to get into next month and try to scope more appropritately!

Meanwhile, I'm now into RE3. Surprised by how much each generation seems to lean more and more on the action - character can now move fast, dodge, spam A to shake off zombies.
October 20, 2025 at 5:59 AM
Alright, just trying to glue together enough small pieces to make a functional experience. I'll upload whatever I complete, but might just hide it later.

In RE2 news - beaten Claire playthrough, now doing Leon '2nd Run'. Absolutely terrifying, can't believe the Tyrant is already stalking me.
October 19, 2025 at 12:10 AM
Debating if I should even upload my month's game if it ever winds up like this one (real lack of direction and extremely incomplete.) Don't really want to further clog up itch.io with valueless pieces.

In any case, trying to piece together a core game loop here. Recovery is a technique too.
October 18, 2025 at 1:59 AM
I feel like my scope for this month's project has shrunk down small enough to be something I'm not particularly excited about finishing.

But that's the nature of practice and improving. Gotta keep my eyes on the goal, however many months away that might be.
October 17, 2025 at 11:59 AM
In boring work life, finished and delivered a large project today, so absolutely too spent to look at this month's game - especially when it's been a rough one this month.

Also very spooked by RE2 - being chased gives me all kinds of discomforts. I will persist, and overcome this genre!
October 16, 2025 at 9:59 AM
I feel like a recurring theme of my early months is going to be 'thing that seems like a cool ambitious idea' gradually becoming 'very simple concept I can actually execute'.

I can look forward to the first time I'm able to actually bring to life a cool idea (at least by my own definition!)
October 15, 2025 at 10:49 AM
And today I was reminded of the importance of comments and notes. Spent most of my game dev time re-working out some of my code that had stopped working.

Good lessons to learn on my little monthly endeavours, I suppose.

Meanwhile, RE2 is spooky.
October 14, 2025 at 12:42 PM
Today I realized that I've been making Node2Ds the base of every scene, instead of the node type I need. Wondered why things were proving harder than I thought they should be.

This month is going to be a mess, but this was expected. It'll be a while before I can produce something I'm proud of!
October 13, 2025 at 7:19 AM
Okay, now struggling to get a scene to appear in a nice transition-y way, as a smooth pop-up over the other scene. I can have it just load in, but getting it to grow onto the screen... dunno.

In an ongoing side-segment: RE0 down! Was fun, but no RE1; may rant about it in the future. Onto RE2!
October 12, 2025 at 10:59 AM
Well, that was a hell of a week, but early weekend has already been quite invigorating.

I've settled on removing the pathfinding element - save working out that hurdle for a future game where the concept is more pivotal to the design.

In other news, why remove Item Boxes in RE Zero? Been a hassle.
October 11, 2025 at 1:29 AM
Another draining day, and trying to understand even simple pathfinding has emptied my battery. Let's come back fresh tomorrow.

In the meantime, starting Resident Evil Zero - not sure how I feel suddenly-leech-beings, but the dual-protag idea is interesting to play with!
October 9, 2025 at 10:07 AM
Working on the higher layer on the game today - the area where the character can work on a few idle systems to improve their box pushing.

I'm curious how this idea will come together in the end - in one month, I don't think I'll have a well balanced idle aspect, but that could be fun in itself.
October 8, 2025 at 6:57 AM
Busy work day and I'm drained, so I'll take the pass on today too (I've been making good progress this month, totally earned it, 100%)

Personal gaming update: Finished Jill playthrough of RE1, near end of Chris. Having a very good time, great to finally start giving this genre an earnest shot.
October 7, 2025 at 6:06 AM
Upside of nailing the movement yesterday is that today was some smooth sailing from it. Very pleased.

Core game is going to be a very simple sokoban-style experience, but it's augmented by some simple minigames that take place outside of the level. Don't know if it'll work, but we'll see!
October 6, 2025 at 10:22 AM
Took me a long journey today, in which I nearly refactored my entire month plan right down, but I finally managed to get basic sokoban movement working - and feeling pretty nice too!

Little achievements like this are going to drive me through these early months!
October 5, 2025 at 10:19 AM
As anticipated, trying to build basic sokoban-movement has highlighted some major knowledge I'm missing.

Really struggling to keep the character and all these boxes aligned to a grid.

Gotta put it down for today, but I'm hoping to crack it tomorrow!
October 4, 2025 at 7:26 AM
Super unproductive today, but at least got my basic scene set-up.

I think I need to allow myself occasional less-effective days, as long as I'm putting out my monthly results.

So I guess in casual news, dipping my toes into the Resident Evil series and having a very good time with the first one.
October 3, 2025 at 7:27 AM
Alright, doing the sokoban-idler!

It gives me a chance to practice a few concepts I'd like to have a handle on, and if I do the sokoban right, it should be fairly straightforward.

We start tomorrow!
October 2, 2025 at 8:27 AM
Alright, into Month #2.

Day 1 brainstorming has been successful - tossing up between a sokoban-idler, a Myst-like contraption and a 2D-Zelda-style combat game with a puzzle to solve in each combat encounter.

Whatever I land on, we start tomorrow!
October 1, 2025 at 7:21 AM
Alright, first month done!
drymn-elithar.itch.io/sent-below
Please feel free to check it out.

I've got a long way to go. This was difficult and the game is far from the vision I originally had; the vast gap between what I can imagine and what I can do.

Starting tomorrow, brainstorming for month 2.
September 30, 2025 at 4:59 AM
Definitely did not leave myself enough time for (what I defined as) the final touches. Seeing the last day counting down and trying to work out how music and menus work in Godot frantically.

This first round is going to be a mess.

But a meaningful one, at least.
September 28, 2025 at 12:06 PM
To give an idea of what kind of things I'd like to make, most of my favourite games have been a genre I call "Discovery" (I know others use other names for it, but this word nails it for me.)

At its core, little guidance given, hidden rules to uncover, rewards for careful observation and thought.
September 27, 2025 at 8:00 AM
It's funny how you can enter into an arena with zero expectations on yourself, zero audience and zero consequences for failure and still stress about your own performance.

That's the point of this whole endeavour, I guess.
September 25, 2025 at 11:29 PM