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Atlus

@Atlus

Joined June 1st, 2026

  • 13Devlogs
  • 3Projects
  • 0Ships
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Im making a game with me and a couple friends
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2h 8m 5s logged

Changes:

  • Made a checkpoint System

    • After disagreeing with a bunch of tutorials I decided to reuse a system I already had. Used the code to set player position at the start of the level and a global variables scripts to remember the position of the checkpoint and respawn the player when their equaled to 0
  • Made a “return to checkpoint” button

    • to give use to the checkpoints in the levels due to there being nothing that will kill the player yet
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2h 39m 36s logged

Changes:

  • Added UI with a working health, dash cooldown and collectable counting system
    -Tweaked dash adding a slight start lag and changed the way cooldowns work
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7h 51m 48s logged

Changes:

  • Made 5 levels
  • Finished first reeditions of levels that will be included in the demo
    Small Tweaks:
  • Made wall slide way faster
  • Changed how dash cooldown works

Here are 2 level layouts and their renditions/ filled out versions

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2h 29m 12s logged

Changes:
-Added a placeholder level transition/ loading screen
-Finally made level spawn points work
-Added textures/ replaced placeholder platforms with actual assets

The 2 photos are an example of making something unnecessarily complex. The few lines of code I used where the whole reason that the level spawn points took weeks the work out. So make sure you understand your code so you really know what’s actually helping and what’s bloat and holding you back.

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2h 46m 23s logged

Changes:

  • Added a Health System
  • Re-added the Collectable counter

Life Update:
To explain the big gap in updates, I got burnout. while working on the project I ended up working too hard and too fast, and a certain point I stopped to take a break and couldn’t bring myself to work, but I’m back now and won’t let that happen again.

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1h 44m 27s logged

Devlog 8:

Did:
-Started w/ fixing coyote time
Reworked jump to make coyote time work
Remade double jump by making double jump variable

-Make System for changing levels
Used signals w/ parameters to send path to next level

-Fixed up collectables
Turned of collisions for .1 seconds so collectables won’t be collected on start up (hopefully)

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2h 5m 33s logged

Changes:

  • Changed dash mechanic so dashing downwards is possible
  • Added sliding mechanic

The sliding was strange to add, but I ended up figuring it out. Adding this I’ll make the game’s movement feel more fluid, like celeste. Later I’ll make a momentum system to increase the slide and the dash distance depending on speed

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1h 9m 52s logged

Changes:
-Added camera zoom
-Added collectable counter

The camera zoom feature is mainly for testing, but I though while I work on a map system I’ll give a pseudo map that make traversing the test area easier.

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3h 54m 11s logged

Changes:
-Polished movement
-player jumps off of walls
-dash is stronger
-Added collectables
-Added camera movement

The collectable system was the most challenges from collision errors to tracking & counting collectables, but I did figure it out and learned how to signal between scripts at the same time.

I also learned about the camera positioning smoothing option in Godot which cut out a lot of learning and trial & error that I would need to figure out.

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2h 0m 55s logged

I and a couple friends are going to create a game about venturing unknown planets in search of a new earth to inhabit

To start off I created a simple movement system with a double jump, dash and wall cling mechanic.

the dash was hardest to implement because of all the small hiccups and things to keep track of, but I did manage to get a hold of it after a lot of trial and error.

I started this project with the aim to learn composition and I’m happy that I was able to implement that into this project. If you don’t know composition makes your code more readable and modular.
As you can tell there aren’t any sprites, but there will be in the future, but for now the Godot logo will be my placeholder.

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