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DREAMSKATER

  • 4 Devlogs
  • 27 Total hours
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8h 33m 3s logged

In this game, I want to check whenever a closed shape is drawn whenever a line intersects another line, so I made 2 test systems for it.

test 1:

  • This system relies on an array of points. Whenever a point is next to another point, they’ll connect to each other
  • A line is defined when a lot of points are connected together in a sequence
  • Since this system relies on looping through every point to check if points are adjacent to each other instead of using the built-in collision system, it ended up being very resource intensive. It was also annoying to deal with since it was basically just one very big list of points.

test 2:

  • In this system, every stroke drawn is its own object. The system will track each individual stroke and every intersection.
  • intersections are calculated by Godot’s collision system. Whenever the mouse collides with another line, a new intersection is instantiated.
  • Whenever an intersection is made, the system will check if that intersection is part of a complete shape. This is done by checking which strokes the intersection is attached to, and then checking with other intersections those strokes are attached to, repeating until the system finds the sequence looping back in on itself to form a closed shape.

Next steps:

  • tracking down the sequence of points in a closed shape to draw its polygon!
  • actually implementing this system into the game lol
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7h 7m 49s logged

Changes:

  • new level editing system! Instead of just placing objects directly, every object is spawned in with their own spawner node
  • spawner nodes allow for extra flexibility when designing levels! For example, it makes it easier to specify the player’s starting direction without having to modify the player scene itself.
  • As of right now, spawners are made for the player, the hooks, and the walls

Those are the only changes that are visible. There is also a some code refactoring underneath:

  • Hooks now use a hook abstract class
  • Added globals and a signal bus to decouple the code
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6h 4m 32s logged

Changes:

  • Floor markings are now drawn separately when orbiting around multiple hooks
  • Created the magnet hook! That’s the one on the left that’s just a mini icon.svg lol. Unlike the orbit hook, the magnet hook is meant to be pierced through, though right now the player just dies whenever they touch it.
  • Added animations to the orbit hook! Orbit hooks now have their own sprite, and will highlight yellow when they’re close.
  • Hooks now also have a little line between them and the player when the player is close. This line fades in and out.
  • Working on a very simple first level right now!

Next steps right now are to make level creation easier by making a level editing system!

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5h 42m 3s logged

Remaking an old game!!

Dreamskater is a game I made for GMTK Jam 2025, and I’m remaking it for a Steam release!

It’s a game with an emphasis on limited movement, where you can only use the hooks around you to change direction and move around.

Features added

  • Added player and implemented player movement. It looks simple, but the code underneath is a little bit complicated since it accounts for acceleration, changes in direction, and different player states (still vs moving vs hooked)
  • Added the orbit hooks. As the name suggests, you orbit around them! There’s a bit of trigonometry involved in the orbiting logic.
  • added the line markings. Whenever you’re moving while you’re hooked, you will trace a line. The goal in the game is to trace lines until you complete a shape, like a circle. I still need to work on the logic for separating the lines because right now everything is just connected together.
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