Profile Image Mugeveld

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.

mugeveld April 2, 2025, 6:27 p.m.

#gamedev #survivalgame update:

Today was all about levelling up — literally.

I added basic level progression: each time you escape the island, a new one generates, harder than the last. Toxicity now ramps faster with each level, and more enemies spawn in, making each run feel just a little more urgent.

Also tweaked how enemies are placed — they now avoid spawning too close to you or in weird spots like on top of rocks and other obstacles.

Finally, refactored some things under the hood to make it easier to scale the challenge as the marten keeps surviving. Still early, but the game loop is getting tighter.

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You can find the original game post in: 61dea628-d89f-46ef-a90e-8dd954783675

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 April 1, 2025, 7:40 p.m.

#gamedev #survivalgame update:

Today I wired up the #toxicity system — a slow-burning threat that ramps over time. Once it crosses a threshold, it starts chipping away at your health. Not instant death, but a steady pressure -- you need to move if you want to survive! I like that it creates tension without being loud about it.

To make it felt, I added a screen tint that grows more intense as toxicity rises. Started with a ColorRect, but #godot4 threw some layout curveballs, so I switched to a Panel. This sort of visual feedback feels more straightforward than timers and alerts.

Also dropped in a proper death condition: when health hits zero, you get a loss screen and a reset button. And on the flip side, walking onto a coastline escape tile brings up the win screen.

Lastly, I cleaned up the HUD — health, odor, and toxicity now track and reflect everything in real time.

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mugeveld April 1, 2025, 9:18 a.m. 1 boost
mugeveld March 22, 2025, 11:41 p.m.

What if great collaboration came from clear steps — each with its own timeline of tasks and updates? Everything to move the project forward — on one page.

#buildinpublic #django #ux #idea

mugeveld March 21, 2025, 5:57 p.m.

Some links around getting more out of a minimal Django + PostgreSQL stack:

mugeveld March 18, 2025, 9:11 a.m.

A #watercolor #sketch of a watercolor artist.. so #meta!

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mugeveld March 15, 2025, 3:02 p.m.

It's getting pretty hot here, but nothing a cold #beer can't fix! #watercolor #sketch

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mugeveld March 12, 2025, 8:21 p.m.

These tasty #veggies worked well for #dryfarming the last time. #sketch

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mugeveld March 12, 2025, 12:49 p.m.

Preparing for another #dryfarm season. This year's rainfall should be adequate.. For an old timeline of what happened when, see https://kountanis.com/dryfarm-2020/