Dev Charlie
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Part time game dev shii

Charlie
I do game dev as a hobby
Will be using this channel to post game dev related stuff:
Devlog , Game art , Demos , Design docs and anything related


Itch : https://itch.io/profile/psyco6
Tg : @psyco6
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*sound warning*


Day 1 : tried to get more familiar with godot cause i havent made any 3d stuff on it

is kinda similar to unity but you cant move in the scene with WSAD and change elevation with Q and E


on the plus side , Godot got a built in character controller so i just used that as a base and was building on top of that .. idk GDscript so most of it was just trial and error

oh and it have a grey box editor .. sorta ... you can use primitive shapes to make a prototype level and export them to use them as a base in an external 3d software like blender

Anyway

Here is what ive done so far :

- Character can move on solid surfaces
- Can dash [with 2 sec cooldown to dash again]
- Can fast fall [basically multiplies the gravity by 5 and resets to 1 when ground is touched]
- Camera can follow and orbit around the player [also have a spring arm so it wont clip through walls]
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umm soo .. it have been some time since i touched the game jam thingieπŸ˜… [a little shy of 2 months] .. honestly since ive done anything productive at all ..

i didnt have the motivation nor the creativity to make a progress .. gn iski will try to brute force it till something comes up
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gn i tried to make this dude .. he gonna be a the main character for now .. i didnt give him a name gn have some kinda background .. which i havent flushed out properly


he is someone form the slums trying to make a quick cash [might have a sickly relative , a sister or mother which he gotta get a medicine for or sth] .. and he met a shady aah employer who promised him the medicine he need if he jump through time and retrieve him some stuff

as i said .. my creativity have run dry .. so have to make do with this
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was trying to make the employer gn he ended up looking like a generic mob .. so iski might use this as a base enemy
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tried rigging .. but is pain to do .. will cross that bridge when i get there

Did a run cycle that i wont even be using gn
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Forwarded from The Reciprocity Game Jam
WE DID IT!!
We have reached the halfway milestone of our 6 month long game jam!

To celebrate this occasion, we are going to have a live streamed devlog session with the hosts, where you show us and our community your games and what you worked on this month.

We are, as always, excited to see what you have been working on and what you will continue to work on.

And we also have an amazing guest with us, who we'll keep secret for a now.

Sign up for a the live devlog by clicking
here
and filling a short form, and we will see you this
Saturday, 1st Aug 2026, (10:00 LT)

(The signup is indefinitely open but order is by first come first served)
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On an unrelated note .. been exactly a year since I started reading this shii .. n im almost at 90%

Is a hard read cause of a lot of branching storyline and decisions that wont make sense till like after 200 pages or characters that won't appear for God knows how long but exist in the background influencing the world .. oh and the sheer amount names and relations they have with others ..

Bcha i wouldn't recommend it to others cause it ain't for everyone .. but I kinda liked it .. Will take some time for things to start making sense .. but the grounded nature and the mostly lack of plot armor makes most of the characters relatable

7.5/10
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Day .. 1πŸ˜… [will explain when if im done]

so today was re-exploring 3d character movement in godot

and most of it was why you cant use code made for godot 3 in godot 4🫠

also you know i cant code cause i thought tab = 2 spaces .. but apparently not🀧 . fk indentations

bcha back to the main topic .. as usual it all starts with the base character controller 3d node

1st code was about adjusting the variables given iza lay to make the character feel less floaty when jumping

code 2 was trying to make a variable jump height ..i.e tap space for short jump .. and long press to jump higher .. also added a fall multiplier when jumping to make it fall more quick and not hover in the air

Code 3 was trying to figure out wall jump .. but it kept recognizing the wall as a floor and resetting the jump .. enabling infinite jump instead .. so that was scrapped due to skill issue

code 4 was basically the visual thingie to stretch the character when holding the jump button to indicate the jump is being charged [tbc]
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[telegram text character limit]

bcha ye .. 4th one was the visual and adding a coyote time .. i.e you can jump in the air immediately after leaving a platform

i was also trying to implement a ledge grab .. but wef .. again skill issue .. so will have to keep it simple


next in line would be some sort of collection system .. cause it is a platformer and you need a goal to reach

and visuals .. cause who wanna stare at a gray world and a gray capsule


i also have to improve the camera .. gn i like it being like this .. i will just add some easing for it to not feel stiff

this camera angle saves a lot of time when doing level design cause players cant see a lot of things and i can leave them void

bcha this much rambling should be enough for today
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Dev Charlie
Day .. 1πŸ˜… [will explain when if im done] so today was re-exploring 3d character movement in godot and most of it was why you cant use code made for godot 3 in godot 4🫠 also you know i cant code cause i thought tab = 2 spaces .. but apparently not🀧 . fk…
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Day 2 😁

We finally got a character now :) .. still dont have a name .. so feel free to suggest

Technical updates


-Camera can now smoothly follow the player
-Player can collect items .. they get destroyed on contact [will figure out the counting system other time]
-The player now rotates to the direction of movement
-There is a sprinting system with a depleting and regenerating stamina bar

Visual update


Frog :)


.. also cave man discovers that git existπŸ˜…
was about to give up .. but God bless godot's internal documentation

saved me from a headache🀧

bcha will send final [for alpha atleast] update mata lay
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Dev Charlie
Day 2 😁 We finally got a character now :) .. still dont have a name .. so feel free to suggest Technical updates -Camera can now smoothly follow the player -Player can collect items .. they get destroyed on contact [will figure out the counting system other…
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Day 3 .. should have posted this on sat .. but eeh

Bcha where were we

Technical updates


-Item counter works [looks for items in a specified group]
-Item collection works [basically the item counter .. but decrease the number of items when collected]
-Health degrades over time .. refills when collecting item
-Main Menu [start switches scene , quit closes app]
-Counter resets when reloading screen .. was pain to figure out .. but god bless Singleton [persistent data across scenes]
-Win and lose screen based on item count and hp [i.e win if item counter is 0 and lose if hp is 0]

Visual updates


-better stamina and hp ui
-there is a somewhat functional Menu ui
- item counter on top right
-also did basic map design .. but didnt finish it so maybe for next update

oh .. also got featured in a Yt vidπŸ˜…

plans for next


- better level
-save and load / checkpoint system
-better UI ..and maybe a splash screen too
- iski gize kalegn maybe finish the cutscene drawings

and i think itll be ready for mvp
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