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Lol123rl

@Lol123rl

Joined June 1st, 2026

  • 11Devlogs
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2h 19m 19s logged

Draw2Game Devlog – Today
Today was all about making Draw2Game feel less like a prototype and more like a real game. I also realized that trying to add huge systems at once usually made the game worse. From now on, I want to build on what already works and improve it one feature at a time.
One of the biggest decisions I made was to remove the online/community direction. While it would be awesome someday, it added too much complexity and distracted from making the game itself fun. Draw2Game is now focused on being a local game maker where players can create, save, edit, and replay their own games.
I also simplified the main menu. Instead of lots of confusing pages, the game now centers around four simple options: New Game, Games, Settings, and Log Out. The Games page now holds both completed games and projects that are still being worked on.
Gameplay also received some improvements. I expanded the number of handcrafted maps and decided that the future goal is around 100 quality levels instead of relying on random generation. This should make every game feel more polished while still giving players lots of variety.
Health was added back into the game, making mistakes less frustrating and gameplay feel more like a traditional platformer. I also improved the player animation system. Instead of requiring players to draw multiple animations, they now only draw the normal player sprite. If they want smoother movement, they can press Add Walk Frame, which copies the previous frame so only a few pixels need to be changed. Players can create up to five walk frames, but the feature is completely optional.
The art editor became much more powerful today. I added a Line Tool for drawing straight lines and a Select/Move Tool that lets players select pixels and move them around together, making the editor feel much closer to a real pixel art program.
Another change was replacing Theme with Area. Instead of typing anything they want, players now choose from common settings like Forest, Mountains, Castle, Space, Robot Factory, Jungle, Volcano, Desert, Cave, Haunted, Candy, and more. Each area now generates its own matching background, helping every game feel unique without requiring extra work from the player.
Overall, today helped solidify the vision for Draw2Game. My goal is to make something simple enough that a five-year-old can understand, but polished enough that older kids and adults still enjoy creating games with it. The next steps are expanding the map library, improving backgrounds, making levels adapt better to the player’s art, and continuing to polish the editor so creating games is just as fun as playing them.

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I made a 3D mountain laser tag game where the player fights against Red team enemies with Blue team allies. The game has multiple modes, including Team Elimination, Capture the Flag, Manhunt, Commander, King of the Hill, and a Final Boss battle. Players can earn money, buy upgrades, unlock achievements, and improve their character over time. I also added a main menu, mission briefs, save progress, reset options, and an ending screen. Overall, I built a full action game with combat, objectives, progression, and a final challenge.

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4h 43m 6s logged

Dev Log — Mountain Laser Tag Update

Since my last dev log, I focused on making Mountain Laser Tag feel more like a complete game instead of just a battle demo. I worked on the final boss ending, the save system, achievements, money rewards, the main menu, and overall game polish.

One of the biggest changes was the final boss completion flow. After beating the final boss, the game now shows an ending credits screen instead of just ending suddenly. I added a SAVE & FINISH button that saves the player’s completion reward, fades out the audio, and moves into a final black “game saved” ending screen. This works better for a web game because browsers do not always allow a game to close the tab automatically. The final boss reward now saves a completed-game state, including overpowered mode with near-infinite ammo, very fast firing, huge stamina, fast reload, and maxed upgrades.

I also fixed the reset system. Before, if the player beat the final boss and then reset their progress, the reward power mode could still remain active. Now reset clears money, upgrades, achievements, lifetime stats, boss unlocks, and final boss reward mode. That makes the reset button actually behave like a full fresh start.

Another major update was fixing how eliminations count. I noticed that CPU eliminations were counting as the player’s eliminations, which meant the player could unlock achievements without actually doing anything. I changed the logic so CPU kills only help the team score, while player kills are the only ones that count toward personal elimination stats, money, and player achievements.

I also changed the money system so different game modes reward the player differently. Team Elimination still rewards the player for eliminations and headshots, but Manhunt now works differently. If the player is hunted, they can earn money for surviving and escaping over time. If the player is hunting, they can earn money for finding the target quickly. Other modes now have smaller mode-specific rewards, such as Capture the Flag defense rewards, Commander eliminations, and King of the Hill rewards.

I added more achievements to make the game feel like it has long-term goals. These include achievements for 100 lifetime eliminations, 500 lifetime eliminations, 25 Team Elimination knockouts, earning money while escaping in Manhunt, winning a fast Manhunt as the hunter, winning Capture the Flag, and winning King of the Hill. This gives players more reasons to try multiple modes instead of only playing one mode.

I also worked on the title screen and mission brief system. The main menu has a larger mountain-themed command box with buttons for Deploy, Upgrade Shop, Achievements, Reset Save, Mission Brief, Mode Select, and Quit. I experimented with different mission brief layouts and then adjusted the system so the mission brief can be shown from the main screen without feeling like a completely separate menu. The mission brief explains the current mode’s objective so the player understands what to do before deploying.

For performance, I made several smoothing changes. I reduced active CPU load, slowed down some repeated cleanup and UI update tasks, reduced how often the minimap redraws, and throttled some boss UI updates. I also experimented with edge fog, but it caused too much lag, so I rolled that back to keep the game running smoother. This was a useful lesson: not every cool visual effect is worth keeping if it hurts the actual gameplay experience.

Overall, this update made the game more complete. It now has better save behavior, clearer progression, fairer achievements, better mode rewards, a more polished ending, and a cleaner main menu. The game still needs more testing, especially in a browser build, but it is much closer to being ready to ship for Stardance.

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7h 10m 47s logged

Over 8-hours,, I built a fully functional, large-scale 3D first-person sci-fi game from scratch in Godot. The project focuses on a massive 50-player laser tag concept, splitting the battlefield into two teams of 25 (the player’s team versus smart enemies). Because the map is quite big, matches currently run long. However, completing a working first-person shooter loop with working AI, atmosphere, and custom health mechanics in a single day is a major technical milestone.

  1. Features Implemented Translucent Fog SystemTo solve the visual emptiness of a large map and add atmosphere, I implemented a translucent white fog effect.Purpose: It blocks long-range vision, forcing players to navigate carefully.Impact: It turns the massive arena into a high-stakes environment where enemies suddenly appear out of the white mist.

Laser Gun MechanicsI coded and integrated a functional laser gun weapon system. It handles first-person aiming and registers fast, accurate sci-fi shots across the battlefield, complete with laser visuals that slice through the fog. 50-Player Smart AI Infrastructure. The biggest achievement of this 8-hour time was setting up 50 entities on the field that spond over time. Teammates: 24 AI allies that fight alongside the player.Smart Enemies: 25 aggressive AI units programmed to hunt down opponents and eliminate the player’s team.
Optimization: Balancing 50 moving, targeting characters in a 3D Godot environment while keeping the game playable required clean, fast logic loops.

  1. Combat Logic & Dual-Zone Health to make the laser tag gameplay tactical, I designed and coded a specific combat system that rewards headshots:Instant Elimination Headshots: If you or an enemy take a direct laser hit to the head, it results in an immediate elimination.2-Life Body Armor: To balance the difficulty, shooting the body is more forgiving. Players and AI have exactly 2 lives for their body armor before being removed from the match.

  2. Future Milestones & Next StepsWith the core gameplay loop completed in one day, my next goal is to add more traditional laser tag elements to fill out the large map and speed up match times.Bunkers: Placing sci-fi structures across the open terrain to provide tactical cover.Targets: Adding shootable targets around the map for extra objectives.Pacing Tweaks: Adjusting player movement or AI paths to bring the 50 players together faster.

  3. Conclusion Developing a smart AI system, a dual-zone health mechanic, custom fog, and a working laser weapon in just 8 hours taught me a lot about rapid prototyping in Godot. The game is already fun to play, and the foundation is ready for a major arena expansion.

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I made a 3d google snake game. In Godot, I challenged myself to make it all in one node, it was a lot of fun playing with the Camera. I can't what to see what people think.

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