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I write about my projects (games, music, visual work, and software) and thoughts, whether or not they’re tied to the work. One common ground: no meaningless divides; just what emerges through intentional making, responding, and experience. Through playfulness.

Posts tagged with #devlog

mugeveld April 9, 2025, 8:46 a.m.

#survivalgame learning detour.

To better understand how #voronoi works, I made a little Voronoi Playground.

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#gamedev #godot4 #devlog #partitioning #experiment

Related 6d675fc0-cfe1-4282-a2c8-ecd921c8be85.

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mugeveld April 8, 2025, 6:53 p.m.

#survivalgame update, after a short detour.

#procedural island generation now runs a simple #floodfill check to make sure the player can always reach the escape tile.

I also added a "region tagging" layer to help structure the island. Tags like TOXIC_REGION and ROCK_PATCH are painted after the terrain is built — they don’t mess with the shape, just mark areas that might get overridden.

Still thinking about whether Voronoi-style regions would work better for this.

#gamedev #godot4 #devlog

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mugeveld April 7, 2025, 10:19 p.m.

Just added Server-Sent Events (SSE) here. If I make a post and you are visiting the index, it is appended to your list. Basically, Django, SQLite and async Python via Starlette/asgi. Live updates land instantly. Had to jump some weird hoops though. May expand more later

#django #indieweb #realtime #meta #devlog

mugeveld April 7, 2025, 11:55 a.m.

Refactored rate limiting into a self-contained Django app using a separate db, admin view, and cleanup logic.

#django #devlog #meta #indieweb

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mugeveld April 6, 2025, 3:26 p.m.

Refactored the ActivityPub federation layer so it cleanly supports both Create and Update activities, and any future ones.

No change in visible behavior, but internals ready for expanding support. Updates seem to work well.

The devil was in the details though.

#activitypub #django #indieweb #devlog #meta-devlog

mugeveld April 4, 2025, 11:03 a.m.

#survivalgame update

Over the last couple days I tightened up core progression and added more environmental pressure to the survival loop.

Level progression now works. Each win triggers a new, slightly harder procedurally generated island. Enemies increase, and toxicity ramps up faster. There's no menu or break, just continuous survival.

Toxicity now causes damage over time once it crosses a threshold. It’s slow but relentless, and pairs with a subtle screen tint that deepens as it rises.

I replaced odor-lingering with a manual odor release system. Holding a key charges up a stink burst, and the longer you hold, the stronger it is. A small shake and sprite tint give it some weight.

I also added toxic zones to the environment. These are random patches of poison ground that hurt on contact. The chance of them appearing increases with level, adding more tension to movement.

#gamedev #godot4 #devlog

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mugeveld April 1, 2025, 7:54 p.m.

Quick followup note to the last status (36e2d2e0-3528-4723-b500-1b34561472d5) for folks following along:

I’m building a 2D #survivalgame in #godot4. You play a cartoonish pine marten (?), trying to escape a procedurally generated island full of mutated toxic chickens. It's stealthy, a little weird, and doesn't lean on brute force.

The main mechanics revolve around odor — you leave scent trails, lure enemies, and use your stink to survive. It’s kind of gross. It’s kind of tactical...

Still early, but the core loop is taking shape — explore, survive, escape... or toxicity lurks..

#gamedev #devlog

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mugeveld Feb. 21, 2025, 10:34 p.m.

a #devlog toot

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