BGuyle
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oneironautbg.bsky.social
BGuyle
@oneironautbg.bsky.social
Hobbyist. A place to post my more project oriented posts without annoying others following my personal account https://bsky.app/profile/bguyle.itch.io

Playing with Godot and Aseprite currently. Maybe a little Audacity, eventually Blender I hope.
Pinned
It may not look like much, and there are still many placeholder art assets but getting a splash screen -> menu and then getting the level loading to bring in the player and UI elements feels like a nice accomplishment on one of my
#godot projects.
Reposted by BGuyle
#gamedev #pixelart #indiegame #twine
prism enemy interaction
April 29, 2025 at 8:54 PM
The biggest blow to my ego was my girlfriend saying something recently along the lines of "I still don't know what you do in your game."

Like the bones are really bare but ouch. Which leads me to wonder, lean into the simplicity and wrap up or try to find at least one new angle.
May 7, 2025 at 2:04 PM
I think a big area I want to focus on are skills and fundamentals to help make prototyping quicker which will lead to it being more fun. Right now my skills are such that prototyping goes further than it should and eventually elements get stale.

Big props to the designers that lock in. Some of
May 7, 2025 at 1:57 PM
Feeling the steam and momentum push fading a bit which is frustrating. I purposely have been keeping my designs pretty simple as to not overinflate scope but the going is slow none the less.

I'm very much thankful for what I'm learning while working with the different programs though.
May 7, 2025 at 1:52 PM
Like, I have severely fallen off but I'm not completely finished with the project. It can just be a little tricky with time and energy in such a flux.

A lot of my progress lately has been trying to understand design patterns and theory better so that when I start making headways it'll be stronger.
April 28, 2025 at 2:54 PM
Do you ever find your dev log to be too scarce and too infrequently updated? A number of things I've worked on lately weren't too substantial so I started falling off the habit of keeping my log relevant.

Now I want to jump back on but also don't like the idea of it being incomplete? Dumb feelings!
April 28, 2025 at 2:52 PM
Worked on some twines for camera movement and some light point source and occlusion work yesterday on my Godot project. It was nice to get something done that actually was visible right away.
April 4, 2025 at 4:43 PM
Energy and hype had been falling lately with all the speed bumps but leave it to Nintendo to get the creative juices brewing again. Plus now I really gotta scramble to find alternative sources of income.

I want to keep this energy even when getting home from job 1. We'll see!
April 2, 2025 at 2:26 PM
Dual mouse with gyro support could really do some interesting things. I'd love to see a new TWEWY take advantage of weird inputs. #Switch2
April 2, 2025 at 1:39 PM
The Miyamoto line about a good game being delayed until it was good and a bad game being bad upon launch for failing to do so... I wonder sometimes how apt it is today in today's indie market.

I still think a bad game isn't great but what about a game that is fine that is being polished too long?
April 1, 2025 at 1:28 PM
Found a nice shader, on Godot Shaders, to bulge things out on their x axis. Thinking about using it in combo with this barrel to make a barrel launcher for my player character.
March 20, 2025 at 7:08 PM
Also as much as I keep putting it off I'm going to have to stare at the blank canvas and create some artwork. I thought about possibly using something like Kenney because they're so great and it would save time. But I also think not great art still has its place and can set you apart from other work
March 19, 2025 at 2:36 PM
Designing all the mechanics is a surefire way to do level design because now you have the total tool belt that the players will use. A solution for that, at least with arcade-y titles, could be to theme the levels around certain tools and then slowly introduce them to the player. Now you can keep
March 19, 2025 at 2:35 PM
Thinking more and more about closing up all the social network accounts. I don't like the thought patterns that come with even the good ones. It's impossible to know who even sees your posts and sometimes screaming into the void is fine but other times it feels like I could just be journaling.
March 16, 2025 at 8:57 PM
It's almost time to get back to work. Today we are overhauling some UI and Hud UD elements. If I have time I might look into expanding how music and sounds work as well as make some more sound effects for interactions. I want to start getting some bells and whistles ringing

youtu.be/JRnDYB28bL8?...
Severance — Music To Refine To feat. ODESZA | Apple TV+
YouTube video by Apple TV
youtu.be
March 15, 2025 at 4:35 PM
Sometimes you have to completely gut a system to remake it in a better form. It's bittersweet. Today we break the UI element.
March 14, 2025 at 12:53 AM
New game idea, menu is in accessible unless you can get your character to the part of the screen you need to read it.

I never said it was a good idea. And stop implying that this accidentally happened to me would you?
March 13, 2025 at 12:30 AM
I just tested my game on the mobile version of Godot and everything seemed to work which is pretty great. The controls right now require a keyboard unfortunately. That's something that would have to be adjusted if a mobile version were to happen.
March 12, 2025 at 1:06 PM
Trying to think of new or improved risk reward systems for the game. I have a par set up for different stages but as of now it's just a suggestion. Other things I'd like to play with, if I can do it in a timely manner, some sort of element or other system. Could be fun for the player & objects.
March 11, 2025 at 6:34 PM
I've been recently inspired by a platformer I had no idea about until it basically launched. The platformer looks fun but I really like what it does visually and though I don't want to attempt that aesthetic I think that it was a good indicator of what keeping things simple and readable can do.
March 11, 2025 at 1:48 PM
I haven't even started on art but I don't think I will be going to crazy with this one. Maybe stick with something more geometric so that my lack of drawing skills don't show as hard. I have a buddy willing to do a song or two but he wants to come over and see what I've been working on first.
March 11, 2025 at 1:47 PM
I see so many cool prototypes out there and then I think of other projects and ideas. Jealous of Goku's special training when practiced in the hyperbolic time chamber.
March 10, 2025 at 2:58 PM
I have been noticing the benefits of only being focused on only one area such as programming and bug fixing. During the week and I'm also switching between my normal daytime roles too it can be harder to keep track of it all. Just more motivation to keep it up so the current job can be the old one.
March 10, 2025 at 1:27 PM
tfw you work something out, show someone, then realize you can change one little thing... I somehow borked up a whole element of my UI by trying some weird alchemy and had to remake it by memory. I think I got it close but it's definitely slightly different. Need to figure out version control soon.
March 10, 2025 at 1:23 PM
If only progress on smaller systems and bugs was as thrilling as knocking out the big flashy things. I'm making some decent progress on behind the scenes work and UI in Godot today.

Thankful for how smooth it has been but also feels like not a lot to show for the time. I get to move kanban boxes!
March 9, 2025 at 8:22 PM