Project Development Journal Week 3

Tools Used

Resources Abused

Day by Day

As a precursor for my knowledge, know that I'm not attaching images this week. Cause I'm lazy. Alright? Good.

Work went a bit slower this week, as you'll see in the log itself. That's probably a good thing, as it means I'm less likely to burn myself out.

I hope.

Monday, March 23rd, 2026

On Monday, I spent some time working on adding in the equivalent to races in Tactical Android Training Academy: Offensives. I got it mostly finished, I believe, ; however, I am unable to test it because I was too lazy to implement the code to generate the offensives just yet.

Woops.

Tuesday, March 24th, 2026

Sometimes, part of gamedev is apparently working on things that you're afraid of. What a terrifying thought.

For me, this meant trying to figure out how to do a character torso. This did not end up so well, but I expected that to be the case. I enjoyed the process, too, so it's just a matter of, as the kids say, getting good.

Then I watched a bunch of videos on why you should make an incremental game as your first game. Surely this won't mean anything.

Wednesday, March 25th, 2026

So I made an incremental game.

Mostly.

Unlike most of the projects where I worked bit by bit to make sure the systems worked as I needed them to (at least so far), I just went ham with the UI and got it to a feature-complete state (of sorts -- just meaning that the UI had everything I thought I would need to display the incremental game I was thinking of).

Of course, I didn't finish it. Because I'm a bit lazy, and because I needed an easy win. This was almost that, but not enough I felt.

Thursday, March 26th, 2026

Instead, as they often do, my easy wins came from making some basic models. Inspired by some posts I saw of some real sick lo-poly guns on Twitter, I tried my best to keep my polycounts low to see what I could unleash. I focused on making a Mateba Unica 6 and a Model 1897 Trench Gun, and I was actually pretty satisified with them.

So much so that it led to me focusing on my 3D game instead. This meant I started poking around at Trenchbroom and func_godot, and I'm unsure how I feel about it. There's some predefined community-made funcs for Qodot that I don't know if they work with func_godot. More on this later.

Oh, and I also made another attempt at a body -- this one came out a lot better than the first, so hey, I'm happy with that!

I then ended the day with a lo-poly model of the Rideout Arsenal Dragon. It's such a funky looking gun; it honestly kinda screams Halo Magnum, too. I love it. Very good protagonists-first-gun-that-upgrades-throughout-the-game-like-Half-Life-Alyx type gun.

Don't worry: this time, I'm not talking about something I actually did.

Friday, March 27th, 2026

Friday was a day of making a bunch more lo-poly models. I made a 417, a M93R, a Kongsberg Colt,  and a EF88, mostly just to see how quickly and efficiently I could get them out. I got through all of them in under 1500 tris, which I'm happy about -- the EF88 and 417 wound up being around 800 tris, if I remember correctly.

The people who recommended them to me as well wound up mostly happy too, so I'll take it.

Outside of that, a lot of Friday was just spent polishing up what I already had. Playtesters seem mostly happy with it, but there needs to be more visual feedback. This probably means animations and figuring out how to set up Inverse Kinematics I think.

Next week problem? Next week problem.

Saturday, March 28th, 2026

A lot of my Saturday was taken up by going to see Project Hail Mary. I loved it. My partner thinks the scenes they cut from the book made the story better. I'm not sure if I agree. I won't say more because I don't want to spoil it. The movie is beyond beautiful.

Please, go watch it. It's the perfect message for the current environment I feel like.

But that message is leading me to a small crisis of faith, I think. Mixed with a lack of belief in myself, it has me wondering if a gritty, dark shooter inspired by Signalis and Killing Floor (working title is either Signal Floor or Sa Olit Siella) is a good idea. It's far more grimdark than hopecore and a part of me really wishes to just... make something happy, I guess.

But then I remembered that that's the goal I have at the end of this all. Much like my characters, I guess I'll just have to persevere anyways -- the only other option is death.

I do not dream of death. Nor the skies.

But func_breakable_surf from the Source Engine haunts me. How the hell did Valve do it?

Sunday, March 29th, Part 1

This brings us to today. I improved the bullet time trails because they were wrong and not at all like my inspiration from FEAR. They're still needing work, but they're a lot better now. Yay!

Now I go back to working on Tabletop Games. See you next week.