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VOID - SIGNAL

  • 6 Devlogs
  • 28 Total hours

im building void-signal a puzzle game where u go around as a small robot called 07 (name still in progress) and solve puzzle and save whats left of ur crews final messages

Ship #1 Pending review

VOID//SIGNAL — Final Devlog

After way too many hours of coding, debugging, testing, breaking things, fixing them, and occasionally staring at the compiler wondering what I did to deserve this, I finally finished VOID//SIGNAL.

What started as a simple idea turned into a much bigger project than I expected. I wanted to make a small sci-fi game about a robot trying to survive on a damaged ship, collect resources, solve problems, and eventually find a way home. Somewhere along the way, that turned into crafting, weapons, enemies, puzzles, multiple areas, hazards, salvage, terminals, dialogue, and an unhealthy amount of C++.

So… what did I actually make?

VOID//SIGNAL is a small sci-fi survival/exploration game built in C++ with raylib.

You play as a robot whose crewship has been destroyed, leaving you stranded on a damaged ship. Your goal is to explore the different sections of the ship, recover useful resources, repair systems, deal with hazards and corrupted drones, solve puzzles, and eventually work your way toward escaping.

The game has several different areas to explore, each with its own problems and objectives. There are also different resources to collect, crafting systems, weapons, salvage, environmental hazards, and interactive systems that make the ship feel less like a collection of rooms and more like something that is actively falling apart around you.

I also wanted the game to have its own visual identity without relying heavily on external assets. A lot of the visuals are drawn directly through raylib, including the rooms, interfaces, effects, lights, and other environmental details.

Basically, I wanted to see how far I could push a relatively simple setup and turn it into an actual game.

What was challenging?

Probably the hardest part wasn’t making one individual feature.

It was making all of the features work together without destroying each other.

At first, adding something new was pretty straightforward. Then the project got bigger.

Suddenly, adding a crafting system meant thinking about inventory and resources. Adding weapons meant connecting those resources to another system. Adding enemies meant dealing with combat and waves. Adding rooms meant making sure objectives and interactions worked correctly in each area.

And then C++ would occasionally remind me that I had become too confident.

There were definitely moments where I would fix one error, compile the game, discover another error, fix that one, compile again, and somehow create a completely different problem.

The crafting system was one of the bigger challenges because I ended up separating it into two different systems: the robot’s own crafting system and the dedicated weapons table. I wanted the two systems to feel different instead of having one giant menu that tried to do everything.

The enemy wave system was another challenge because it had to work alongside the rest of the gameplay instead of just spawning enemies randomly and calling it a day.

And then there were all the smaller things that nobody really notices when they work correctly: interactions, room transitions, objectives, UI, hazards, resource tracking, puzzles, game states, and making sure the player can’t accidentally break the entire game by pressing something at the wrong time.

What am I most proud of?

Honestly, the biggest thing I’m proud of is that I actually finished it.

It’s very easy to start a game project and keep adding ideas forever. At some point, I had to stop thinking about what else I could add and actually make everything I already had work together.

I’m also proud of how much of the game was made from scratch. I didn’t start with a giant game engine or a huge collection of assets. I built the systems myself and used raylib to handle the actual rendering and game functionality.

I’m especially happy with how the different mechanics ended up connecting.

Exploration leads

  • 6 devlogs
  • 28h
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2h 56m 46s logged

Today I finally finished VOID//SIGNAL, which honestly feels pretty crazy considering how much the project grew from the original idea.I spent a lot of time polishing the game and tying the different systems together, including the crafting, weapons, salvage, enemy waves, puzzles, and exploration and a lot of the game’s mechanics are starting to come together.First, I separated the two crafting systems. The robot has its own crafting system for general resources and upgrades, while weapons have a dedicated system through the weapons table. This gives each system a clearer purpose and makes the weapons table feel like an actual part of the gameplay.From there, I worked on weapon crafting and the enemy wave system to make combat more engaging. This also ties into the salvage system, since collecting resources now has a more direct purpose beyond just picking things up.I also started improving how salvage looks in the game. Instead of having resources randomly sitting around, I want them to feel more like actual loot crates that you discover while exploring the ship.Of course, none of this came without a few C++ errors along the way (i hate my life). A decent part of the session was basically fixing one thing, testing it, accidentally breaking something else, and then fixing that too.Overall, VOID//SIGNAL is starting to feel much more like the game I originally imagined. There’s still plenty to build, but the systems are beginning to connect instead of feeling like separate features.

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8h 28m 43s logged

FINALLY made my very first game sprite (it was hell) its basicaly an electrical arc for an environmental hazard damage umm. made the salvage loot like like an actual crate instead of a rectangular blob , gave him a wrench as a starting tool , added more mini games thinking about a sytem where u combine parts to upgrade ur weaponary

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6h 35m 21s logged

new game mechanic plus , level , so i added this thingy where when u stand in steam it slowly drains ur energy and corrodes the players body , there smol mini game where press SPACE to fix the pipes and fix the steam leakage , also a wire puzzle where u have to match the correct wires, to unlock the door past the steam yay!!!

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3h 34m 50s logged

gave him a independence (yay! guns :D) 1.pistol 2.shotgun 3.pulse rifle , he can use the core of a spare reactor to charge up his shots at the cost of some energy also im planning on and upgrade system where u can mod ur weapons by salvaging parts from ur enemies , the water treatment plant lvl got a big softlocked but fixed it somehow heheh . pls dont judge the artstyle im working on it after i finish the game mechanics , ill try my best

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4h 28m 51s logged

devlog 2 , yay!!! 07 can now walk , added 5 levels , added terminals where u play a puzzle and unlock doors, current issues: somehow the movements of 07 are bugging (will fix) also hes going out of bounds T-T , for the next devlog imma make like a water treatment plant where im planning on a new mechanic based on corrsion of metal surfaces, also a new new reactor room , the games assets need to be reworked also

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1h 59m 43s logged

#devlog 1 #hi! im working a puzzle game callled void signal where u go around as a tiny repair/cleaning? robot called -07 and is tasked with finding the last signal left by the crewship he was on which as sadly destroyed by a black hole so on day 1 i made the start screen and made the background animation with stars twinkl and the black hole rotate? i think

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