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carteralfers

@carteralfers

Joined July 21st, 2026

  • 14Devlogs
  • 2Projects
  • 1Ships
  • 5Votes
Hi! I'm Carter, and I like programming and engineering.
Ship Pending review

FLYHIGH | Version 0.1 | First Release

The first playable version of FLYHIGH is complete and published on itch.io!

Construct a rocket from a modular builder, and view how it performs based on your module choices.

Custom-made physics with live telemetry, including a fast-forward button if you just can’t wait to see the results.

There’s still so much I want to add, but this is the first full, working version! Godot and Object Oriented Programming were quite hard to learn for a newcomer like myself. This is my first real project and it’s a huge victory! (no matter how awesome the stuff everybody else is making is).

Go try it now! Please give me any feedback you may have! It really helps!

  • 14 devlogs
  • 26h
Try project → See source code →
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37m 4s logged

DEVLOG 11.1: About to ship v0.1! Spent my last amount of time fixing some ui and export issues, and making a README. Still have tons and tons of cool stuff I want to add (hence v0.1), but I have my first version published to Itch.

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1h 41m 55s logged

DEVLOG 11: First playable version! Will try to ship soon! Still have ALOT I want to add, but this is my first version and I’m proud of it!

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5h 59m 3s logged

DEVLOG 10: Wow! Ui is harder than expected! 6 hours to design a simple system and get it working. I just got back from a massive camping trip in Pecos, New Mexico (very beautiful, pulled out early because of wildfires) and grinded this out. I’m getting close to shipping a simple version of this! Next I have to add a fail state and simple main menu.

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1h 49m 58s logged

DEVLOG 9.5: Well I logged like 3 hours today , I think Hackatime dropped a bunch of it but lol that’s fine. Anyways, just wanted to post a small update. I finished the models for all of my modules. Transferred my physics system to my modular rocket. Problem is early Thursday morning I leave for like a seven-day camping trip, lol. I recently learned that you can ship a project multiple times, as long as you add substantial features and improvements between the ships. I was thinking of shipping a version of this before I go on that trip,(and working on it more after of course). What I want to add before that is a screen to let the user select the parts they want, but that will take me a hot second. Anyways, that was a lot of rambling but just wanted to write this down, lol.

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1h 57m 16s logged

DEVLOG 9: I finally got my modular system to work. Haven’t made all of them yet, but I’ve gotten it to this point! (watch the video). Also, I know the design looks bad, I’m trying 😭. Right now I just want three different levels, small, basic, and large. Each one of them has a mass, cost, whatever, and you can buy and mix and match them to launch rockets and complete missions.

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1h 28m 1s logged

DEVLOG 8: Today was a lot of planning. I want to implement a modular system where the player buys/selects rocket parts, each with certain stats like mass, drag, thrust, fuel capacity, etc. I started working on some of those parts today, along with learning Godot’s class/resource system and starting on that. Hopefully tomorrow I can get a working prototype of this system going! Let me know if any of you have any ideas.

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2h 19m 35s logged

DEVLOG 7: okay, today I just worked on some polish all-round. was kinda tired so didn’t feel like doing anything MAJOR. Godot is feeling better though, probably because I’m just using it more. as always, if anyone is seeing these, please share any feedback or tips! I’m quite new and picking up this stuff as I go along.

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3h 0m 3s logged

DEVLOG 6: so I’ve been using Godot and it’s been great. I’ve gotten to the point I was at in AFRAME in half the time! I think it looks a little more polished now. I am VERY new to Godot so if anyone has any tips or feedback, that would be much appreciated! My next steps will be implementing some game features to this game… maybe a title screen?

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50m 41s logged

DEVLOG 5: GENESIS? so i got a comment on my last devlog (@mikhailnotfish ) saying I should switch to a game engine. I did some research and Godot seemed like a cool option. Unfortunately it would mean starting over, and learning a whole new engine. soo… I downloaded Godot, and it seemed a little easier than what I was doing. I’m still keeping my old work incase I want to switch back, but I think Godot will allow me to build something better.

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1h 11m 27s logged

DEVLOG 4: I was about to go to sleep, but got on VS code and banged out a particle system. Rocket takeoff looks a little better now, and I’m open to feedback if anyone’s reading these!

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2h 12m logged

DEVLOG 3: okay, so I spent a while making a better rocket design. i also added telemetry so you could see how the rocket is doing. next i want to add a better engine effect with particles and screen shake, but I cant find any particle librarys. soo… I’m just going to make my own custom particle function, lol. I think I’m just avoiding adding better physics but I want it to look nice!

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51m 37s logged

DEVLOG 2: okay so I found a gltf model of NASA’s launchpad and put that in, so now it looks a little better, and i updated the physics. still straight line movement but its a little more accurate now? Idk if its a good starting point but its better than what I had!

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1h 35m 27s logged

DEVLOG 1: I know this looks really dumb but I’m kinda new and happy to get this to work. Basically when you press the launch button the box (rocket) moves up at a constant rate in a straight line. Will start to add better physics next, although I actually have to learn the physics first, lol.

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