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jonathanwillner

@jonathanwillner

Joined June 1st, 2026

  • 40Devlogs
  • 9Projects
  • 4Ships
  • 60Votes
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1h 0m 55s logged

Goal: Create the foundation for the electricity puzzle game.✅
what i did today Chose Godot 2D as the engine.
Decided on a grid-based puzzle system.
Planned a simple flat + pixel art style.
Created the basic project structure.
Designed the gameplay concept:
designed Placeing the electrical components.

with the current Design
The player will:

Receive limited components.

Place them on a grid.

Connect electricity.

Solve puzzles.

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Its a 3d fps made in Godot with a level that has interactable ncps because i lost the plot . It was fairly challenging since i have never used Godot but I’m proud of it. Even if there were times where this project made me want to yeet my computer out the second story window of my house and then follow after it but it was "fun" and "rewording" to get it work I hope you enjoy

  • 8 devlogs
  • 36h
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7h 38m 56s logged

Dev Log: Fixing NPC Door Navigation IssueProblemWhile testing the new NPC AI system, I noticed that enemies were able to find the correct path using the NavigationAgent3D, but they would get stuck when trying to walk through doors.The NPC was not failing to find a path. The navigation debug showed:Navigation map was readyPath count was validThe NPC had a target positionThis meant the problem was not with the NavigationAgent3D or the navigation mesh.InvestigationI tested multiple possible causes:Rebuilt the navigation meshChecked NavigationAgent3D settingsChecked the NPC movement codeChecked collision sizesChecked the NPC pathingAfter debugging, I found that the issue was caused by collision layers.The NPC and the door were using the same collision layer, causing the NPC’s collision body to interfere with the door collision. The navigation system could see a valid path through the door, but the physics engine was stopping the NPC from moving through it.SolutionI separated the collision layers so the NPC and the door no longer incorrectly blocked each other.After changing the collision settings:NPCs could correctly enter and leave housesNavigation paths continued workingDoors no longer trapped enemiesMultiple NPCs could navigate the level correctlyNew Level ProgressI the Current AI Features The NPC system now includes: NavigationAgent3D pathfinding Enemy chasing and a behavior Anger system based on player messages that NPC can respond to in the chat UIMultiple NPC support with name targeting i agian cant uplode a video

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8h 8m 37s logged

devlog Building the Next Level Today I made more progresson the game by adding a new AI npc and started working on a brand-new level. First,I fixed several bugs with command handling and NPC responses, Then I startedbuilding the new level for the game and began creating and placing some simplehouses around the map to make the environment feel more realistic. Then I plannedout where the NPCs and points of interest will be located inside and around thehouses. The Next Step is to Finish building the houses and add moreenvironmental details, create interiors so players can explore inside thebuildings, and add the NPCs so they can interact with the player as well as continuingto improve the AI so the npcs react naturally to what the player says and does,and keep testing and fixing bugs as development continues. and AI Improvements & New Dialogue System witch was focused on improving the AI and laying the groundwork for more immersive NPC interactions. AI Improvements Continued working on the enemy AI that reacts to what the player says. Improved the NPC anger system and fixed navmesh i can only add one video tho

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2h 6m 20s logged

i cant do a video because it will casue a feedback loop Today I finally got a working voice-controlled
AI system inside my Godot project. The goal was to let the player speak
naturally to NPCs and have the game react in real time. First I set up a full
voice pipeline: with a Microphone input capture inside Godot  Real-time voice detection using audio
thresholds Automatic recording when the player starts speaking  Silence detection to stop recording  Exporting audio chunks as .wav files Sending
audio to Whisper (whisper.cpp) locally  Receiving
transcribed text for game logic This allows players to literally talk to the
game than i added the audio improvements At first, the audio was messy and hard
for Whisper to understand. The main issues were  Muddy frequencies, Missing clarity in speech ,
and Some words being cut off at the start  To fix this, I added audio processing directly
in Godot: using a Compressor to  balanced
loud/quiet parts of speech and a band-Pass Filter to removed low rumble + high
noise and Improve microphone sensitivity tuning. After these changes, the
speech became much cleaner and Whisper started producing more accurate
transcriptions.

 

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2h 0m 40s logged

made jumping work smother and am starting on ai thingy that when you say something reacts to what you said so if you say something mean it attacts and you can give it camands like go over thare or get me that item ect

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3h 20m 12s logged

the game isnt as laggy as it lookes in the video my wifi is just buns Today I revamped my enemy’s navigation system and got the NavAgent working properly again after a lot of debugging. Before this update, the enemies would either get stuck on walls or fail to properly detect paths, which made the AI feel broken and inconsistent during gameplay. The main issue came from how the that i wasn’t using a NavigationAgent3D and instead just making the enemy go to the player one issue i ran into was how velocity was handled in the enemy movement code. Once I corrected the movement logic to properly use get_next_path_position () and only apply navigation to the X/Z axis while keeping gravity separate and added the floor walls and barrel nodes to the nav region the enemies started moving smoothly again and actually path around obstacles instead of bumping into them. After fixing the movement system, I also cleaned up the enemy AI script to make it more stable. The enemy now: Finds the player using groups Uses NavigationAgent3D to calculate paths Chases the player correctly around walls Maintains gravity properly while moving Attacks when close to the player This made the enemy feel way more alive and less “robotic,” since it can now properly navigate the level instead of just walking into geometry. Overall, this was a big improvement to the AI system and a solid step toward making the enemies feel more intelligent and fun to fight. I also fixed an issue where if you were touching the enemy and shot it you would get damaged and not the enemy.

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5h 57m 10s logged

also it was 2 hours and 50 minets idk why it says 5 hours and 55 minutes it may have been something else as well. This update was all about adding the fps arms and getting them to work in my game Aswell as redoing the player health and death systems. I had to redo the health system, so I made it into a more proper system that tracks the player’s health and detects when it reaches zero. Once the player’s healthreaches zero, they die, and the game displays the dedicated death screen instead of just leaving the player in the world. Getting this working was notas simple as I expected. I ran into several issues while connecting the player script to the death screen. At first, Godot could not find the custom health class because I had the wrong type name. After fixing that, I ran into errors where the death screen function expected different arguments than I was providing. Later, I hit another problem where the game tried to call the deathscreen on a null instance because the node reference was not set correctly. Each error pointed me toward another part of the system that needed attention. Once I fixed the node references and cleaned up the function calls, the deathscreen finally appeared correctly when the player’s health reached zero. Although it took several debugging sessions with chat gpt I know I used ai sue me I had no idea what I was doing and now I kind of know what I am doing, I nowhave a much more reliable player death system. my recodeing software dosnt recod the game aprently i cant add video

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1h 39m 53s logged

I built the first real version of my inventory system where items can be dragged between slots and now picked up from the world. The biggest change is that the inventory is no longer just UI — it actually connects to gameplay through item pickups and world objects.
The hardest part was getting Godot’s drag-and-drop system working correctly. At first, items would disappear or not register drops because I was clearing slots too early and missing the proper _get_drag_data() flow. I also had to fix mouse filtering so the slots would actually receive input.
After that, I added a simple world item system using an Area3D, so walking into the sword adds it directly into the first empty inventory slot. Wiring the inventory as a global group took a bit of trial and error, but it finally connects cleanly now.
Right now it’s still very basic — no stacking or hotbar yet — but the foundation is solid: items exist in the world, can be picked up, and moved freely between slots. This is the first step toward a full RPG inventory system.

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15h 10m 33s logged

this did not take 15h my hacktime is gliched Devlog — Switched from 3rd Person to First Person Camera System and added map
I switched my project from a 3rd-person camera setup to a full first-person controller, which meant completely removing the camera pivot system and rebuilding movement to feel correct without a visible character model guiding direction.
The hardest part was fixing movement and facing direction after the switch — my original system used camera-relative controls and a rotating model, but in first-person that broke everything and made movement feel backwards or disconnected. I ended up rewriting the movement to be cleaner and removing the dependency on camera-based rotation entirely.
It took a while to get the character to stop going the wrong way, but after removing the old camera logic, and the animations since thay were still expecting the third-person model rotation. the controller now works in first-person, with movement and animations aligned properly, and I can start adding combat and other features. the video is the third person camera not working well now the animations dont show so im going to try and fix the third persion camera and i made a video but i cant show it so

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29h 14m 23s logged

ok so this is a mix of my 3d godot game and my fantasy game idk why but i added dying animations to godot game and added sword and sword animations to fantasy game and debuged

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5h 50m 26s logged

i added the tutorial, made the level select work as well as added the finishing touches to the game, because I’m taking a break because this game is bad for my mental and physical health. I haven’t slept in 5 days and I haven’t had a good sleep in 2 weeks, not because of the game, but it’s not helping

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