Adding new blog post
This commit is contained in:
parent
f6283b1142
commit
6c959a9f96
3 changed files with 110 additions and 98 deletions
55
content/blog/tiddler-dev-blog-1-making-a-plan/index.md
Normal file
55
content/blog/tiddler-dev-blog-1-making-a-plan/index.md
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
---
|
||||
title: "Tiddler Dev Blog #1 - Making a Plan"
|
||||
date: 2026-02-10T14:18:57Z
|
||||
tags:
|
||||
- gamedev
|
||||
- godot
|
||||
- tiddler
|
||||
draft: false
|
||||
---
|
||||
|
||||
Since actually finishing and releasing [Whittler](/games/whittler) a few weeks ago I've been thinking hard about what kind of game I want to make next. I've got a massive list of projects I've started and not progressed with, ranging from a nature game with a fully generative forest that spawns trees based on moisture levels, soil quality and terrain height through to an underground cavern simulator with destructable terrain.
|
||||
|
||||
None of these ideas have really stuck for very long beyond the initial idea and rush of building the first few Cool New Things.
|
||||
|
||||
I've always had a thing for fishing in games, I have multiple 100 skill fishers in Final Fantasy XI, and making a cosy fishing game has always been on the cards.
|
||||
|
||||
I did, however, need to make sure I would follow through with it. So I started where any good idea goes first - and started writing a list of ideas.
|
||||
|
||||
This was the initial list of ideas I came up with:
|
||||
|
||||
- Core catch mechanic
|
||||
- Quick bar on screen that has zones to trigger catching which affects success and quality of catch
|
||||
- Nailing the catch gives you a bonus to your next cast
|
||||
- Fish should be affected by environment affects, location, time of day, weather, and moon phase.
|
||||
- There should be some sense of progression
|
||||
- New fishing locations
|
||||
- Upgraded rods
|
||||
- Access to new baits
|
||||
- There should be some big grindy quest chain that involves catching a lot of fish
|
||||
- This won't be to everyones taste, but I am making this game for myself.
|
||||
- There should be mythical fish that require some uncovering to find out how to catch and with what.
|
||||
|
||||
This was the absolute base list, it's since grown a bit and got slightly more meat on the bones. Side note, I have started using UpNote for keeping notes, drafts and ideas. It's very handy and syncs across devices.
|
||||
|
||||
Using this list of ideas I came up with with a list of mechanics I would need to create:
|
||||
|
||||
- Fish database
|
||||
- Fishing game interaction
|
||||
- Fishing levels / reputation
|
||||
- Time progression
|
||||
- Inventory management
|
||||
- Shop
|
||||
- Quest system
|
||||
|
||||
This was a pretty tasty list to get started with, so I started where anyone would with a clear list of mechanics they need to make and opened Tiled to start drawing a map.
|
||||
|
||||
After I got a cop on myself I closed Tiled and opened up Godot and started getting the main classes in place, even if they were only placeholders. I knew I would need a central event bus and a strong event driven system in order to not become severely unstuck when I got to implementing quests, so that gave me some clear architectural pieces to work towards.
|
||||
|
||||
After a few days of tinkering, I did have what could be considered the bones of a game.
|
||||
|
||||
{{< img src="tiddler-1.png" alt="Tiddler - The First Screenshot" width="900x" >}}
|
||||
|
||||
Yes, I did make some more of a map - it wasn't fun watching some boxes move around the screen.
|
||||
|
||||
My very rough plan is to put out regular blogs going over each of the major features as I get to refining them... So maybe pop back some time if that kind of rambling interests you.
|
||||
Loading…
Add table
Add a link
Reference in a new issue