IT spending the past 2 hours trying to get video out and audio devices working and file explorer crashes sorted is somewhat vindicating. This work laptop is a complete lemon, it hasn’t been my imagination.
I'm nobody, I just like making video games. I follow people who share game dev.
Currently making: cheapskate, a retro skateboarding game in 2025 that nobody asked for
IT spending the past 2 hours trying to get video out and audio devices working and file explorer crashes sorted is somewhat vindicating. This work laptop is a complete lemon, it hasn’t been my imagination.
@psychicparrot42 I played both a lot at department stores as a kid. Colecovision was like Atari++ and Intellivision was just this weird third thing going off in its own direction. Felt like it might have had more power but everything about it was worse than the others (game art, gameplay, weird controller). Coleco had known games and IP also with Donkey Kong and Smurfs. Intellivision just felt out of touch.
Feeling out some possible lines for the shipwreck. Vert skating isn't supported yet but it's still fun to bonk around on the transition. Added some rail splines on the hull to see where it goes. Looking forward to implementing vert skating soon, other priorities still.
#GameDev #cheapskate #Skateboarding
Sketching in some more details, busting a line through the outer walls of the park now that there's skateable surroundings, and blocking the shipwreck.
#GameDev #cheapskate #Skateboarding
Some progress on skatepark 01 between clearing dead fire hazard brush outside today. Mostly feeling out the workflow of working in separate projects, exporting levels, copying and running off the exe. Working well so far.
#GameDev #cheapskate #Skateboarding
@guiltladle I’ve tried to implement it at places I’ve worked, it’s so strange that it even needs to be explained 🤷♂️ It’s the same everywhere.
@crussel No doubt, syncing Epic’s custom version of Unreal Fortnite is almost 90GB alone and that’s just the engine not the multiple project repositories that are equally large 😭
Taking on a 4 month contract at the moment so it’s particularly frustrating when the time is so short and every day counts. It’s a bizarre normal in game development that needed to die decades ago.
One magical day I’ll start at a new studio and arrive to a computer that is already set up with all the accounts, software, and projects that I need to do my job and I won’t be forced to be IT for 3 days when I should be settling into my work.
Someday. Some magical day.
Over 25 years doing this and it’s the same story at every single studio 😭💀
@havchr Yes! Made lots of skateboarding games. They’ve really got their own unique set of nuances compared to making other games (that also have their own but different).
@godotsteam Makes sense, that’s what I was looking into before using the Godot Steam builds.
Cleaned up time of day and weather global groups. The first pass was a quick test using specific names like "spotlights", "leaves" etc. Now they're named by the actual categories: dawn, midday, dusk, night for time of day and rain, snow, wind for weather. Objects tagged in groups toggle with the time and weather systems.
Blocking in basic periphery and skateable surroundings for this level. The boardwalks will get variety additions, the piers will get some platforms and boats, and there will be some lines out in the water and level events on the rocks and water involving a lighthouse and a tug and barge. Reserving space on the sand over to the left for a bowl when vert skating gets added.
Anyone have experience encrypting your Godot game pck if you’re using @godotsteam ?
Happy to be back to reprioritizing gameplay features on the roadmap and getting back to gameplay after that tool dev side mission.
#GameDev #cheapskate
Debut of cheapass, our work horse for cheapskate asset production. A lot of work, but now levels export in a few clicks with cheapass separate from the game project. He makes ini files, edits Godot's export preset cfg, and calls a batch file to run Godot's command line export.
cheapass will live on a public repo for anyone to package whatever they want into the game as a level using the same workflow and tools as me🤘🔥
Making a quick gui in the asset project for generating the level ini for new levels and exporting the ini pack and level pack.
Making this level production project that's separate from the main game project has both cleaned up assets from the game project and created a space to make tools for level production without junking up the game project.
After removing levels and level assets from the main game project, downsizing the skater and board textures, cleaning irrelevant asset dependencies in both projects, and re-exporting everything.. I've got the entire game including the current 5 level packs down to 104MB from over 160MB.
Pretty happy with this. The music gets removed soon and I'll figure out free DLC packs on Steam. That's 14 more MB that can drop.
#GameDev #IndieGame