Seven Minute Shadow
- 6 Devlogs
- 12 Total hours
Seven minutes. Seven minigames. One story.
Seven minutes. Seven minigames. One story.
Seven Minute Shadow - devlog 6
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First devlog after trying to ship, there are evident problems with even the v0.1 demo. Whenever someone clicked on try again or would reset the game, the counter in global for mingames would still remain the incremented value. Basically it would not be a new instance. So I hardcoded the values to what they are supposed to be in the beginning. it would also track hearts and if it became 0 once it would carry forward which i had to fix.
The mailman is not supposed to be playable. I probably shouldnt have made it able to move by player but i did just in case but also caused an issue when it didnt remain in animation. so had to fix that crack.
Also there would be errors in the console that while not game breaking would affect performance. it was due to the fov being under 1 after subtraction in tween. had to fix that.
i thought my devlog after ship would be for more feature but ig im stuck on bugs. but ill continue working on this and my other project. still have to implement music, more minigames, and the full storyline.
Anyways, i hope you find demo v0.2 interesting till then.
Seven Minute Shadow - devlog 5
🚀
The demo is finally made! Just got the first playable version shipped out so the core loop is actually testable from start to finish.
🕹️
Spent today officially adding Minigame 2 to the roster. Also had to go back and push a bunch of updates and bug fixes to Minigame 1 so the transition between them flows smoothly without breaking everything.
🏁
Finally connected the GameOver and Win scenes. The win screen right now is a temp one-it grabs your remaining hearts straight from global.gd to show your score. It’s basically ending 0/3: The Demo Ending. The plane still flies but at least the day went good, or something like that. I’ll make it look much better later, but the logic is wired up.
🔬
Now that the demo is out of the way, I’m gonna go way more in-depth into the project. Time to really expand on the actual narrative, stop relying on placeholders, and start building out the rest of the 7 minigames properly.
🤌
what all im gonna add now:
🎵
Music and SFX. I mentioned in an earlier devlog that music would be added way later down the line, well I guess we’re getting there now. Really need those snappy sound effects to make the rapid-fire minigames feel punchy.
🎨
Asset overhaul. My pixel art skills are bad. and i gotta make em again.
📖
The remaining 5 minigames. Getting back to the drawing board to design the rest of the levels to hit that total of 7.
🎭
The real endings. Building out the actual narrative paths so I can replace the temp “Demo Ending” with the real Endings 1, 2, and 3. Gotta make the lore actually matter yk.
Seven Minute Shadow - devlog 4
🛠️
Been busy! I adjusted the mailman cutscene and finally got the core loop feeling like an actual game rather than just a bunch of loose pieces.
💔
I spent some time fixing the heart subtraction functionality. It actually works properly now, so if you mess up, you genuinely lose a life. I also added the proper fail cases into the minigame so the game actually knows when you’ve lost.
🌅
I also built a general Level Info scene. This acts as a transition screen that can be called upon right before every minigame starts. It shows your current lives, the timer, and gives you a quick instruction prompt so you know exactly what to do, like pressing the right key to shoot the mail into the postbox.
📖
As for the scope, there will be a total of 2 minigames finished before I ship this first playable version. But my overall idea for the full game is to have 7 of them in total, all woven together with a proper story and narration. I really want that narrative to shine, so I will be working on that going forward. but its not as grand as i make it out to be so try not to be dissapointed
🏃♂️
More to come soon!
Seven Minute Shadow - devlog 3
😪
Made some solid progress over the last two days. Got player movement working and set up an exit point.
⬆️⬇️➡️⬅️
The big hurdle was getting the cutscenes sorted out. I managed to build the first part in 3D which i updated in the previous devlog.
📻
I then finished the 2D cutscene sequence, added dialogue, and built a transition from the 3D scene into the 2D world. Had to do some tweaking to get the animation speeds to line up with the dialogue text pacing.
🌍
Also started putting the actual game world together. Built a tilemap and got a basic environment laid out. Added a mailman character, hooked up his sprite animations and got him walking around.
Next up is building a specific cutscene and minigame centered around the mailman.
A note on the art: a lot of the sprites right now are placeholders.
Finding good, free-licensed assets is a pain. But its fine since they are only placeholders anyway. The ones I’m using now are okay for a demo, but I’m planning to buy some better asset packs later to polish it up. Most of em I made, like the post box. Music will also be added way later down the line. 🎶
Seven Minute Shadow - devlog 2
🤓
I am new to Godot, and while making my WarioWare game had some difficulties following the guide. Not cuz it’s hard to follow but because I wanted to deviate from every step and do my own thing.
🤦♂️
This made me end up trying to mix a cutscene with 2d and 3d Nodes and trying to make em both.
Well… Atleast i have the 3d Cutscene down 📻
Seven Minute Shadow - devlog 1
😎
Just made the Title Screen . Ive played many warioware styled games. especially cuz of my gba rom addiction but this time im trying Godot for the first time.
I like proper narratives as well 🤌 and am trying to not be just slop yk. something related to a proper ending
Ive decided on a title : Seven Minute Shadow
👤
Im trying to make the Game’s storyline interesting so i wont be mentioning much of it in the devlogs. the first ship is just gonna be a playable version, im gonna make the experience much better second time around.