Devlog #1 — quantum tunneling but make it a platformer
ok so new Stardance project is cooking 🫡instaed of mario vibes,it would be tunneling, and it’s actually based on real quantum physics not just vibes
wanted to build in Godot but again the same probelm so pivoted to Python + Pygame in VS Code. mildly annoying but also meant I built literally everything from scratch, and this time no indenatation mistake dropped significantly.
The mechanic
Hold SPACE near a wall to charge up, let go to attempt the tunnel. It’s an actual dice roll based on a simplified quantum tunneling formula — more charge = better odds, thicker wall = worse odds, and it’s capped 2%–98% so nothing’s ever a guaranteed W or L. Respect the uncertainty principle 🙏
T = exp(-2 × width × sqrt(barrier_height - energy))
What’s live rn
Charge/attempt state machine per barrier
Barrier glows peaceful blue to mild red as you charge (very “i am becoming unstable” energy)
Green flash = you made it, red flash = physics said no
Two barriers, different thickness, so you can feel the difference
Debug numbers on screen so I could actually verify the math wasn’t lying to me
Bugs i faced and fixed
A font size that needed to be a whole number, not a decimal
A method that got trapped inside init and ceased to exist
An elif chain checking the same condition twice, so half my code was unreachable
A variable I used one frame before it was born
Certified skill issue moments, but each one taught me something real.
Next up
Portal swirl effects (going full Doraemon time-machine-drawer aesthetic), then an actual level instead of two test walls in a void.
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