MrJackphil
@mrjackphil
Solo game dev. Glad to collaborate. Making a game about running around. Maybe in a city. Maybe with intelligent NPC and story. Godot, Blender, Trenchbroom are my friends. But I don't know how to use them.
Didn't have time to finish a game for GMTK Jam 2026. Mostly because of house chore and kids being sick. But it's kinda neat prototype I have now.
So for Kenney Jam 2026 I've made BIG DRIVE. You can check it on mrjackphil.itch.io/big-drive. I could be disqualified because I asked LLM for advises with optimization, godot physics, web build and audio effects in Audacity. But that's okay. I broke rules myself. But made the game in the end.
As usual with jams... It's not enough time. But at least my kids will have something to play after this jam, ha-ha
Just bought a new book. Already had some interesting thoughts to think about.
Decided to touch UI again. Unfortunately, Godot doesn't support easing between button StyleBoxFlat states. But found github.com/godotengine/... which is kinda what I want. And it might appear in 4.8. But for now will need to reimplement all those styles in code and do some juicy things. To try...
Didn't like this office floor. Not something specific. Both idea and current execution. Maybe will scrap it. Why did I spend time making a 3d toilet?
Okay, I'm not only breaking stuff and do irrelevant to the game things. I have some playable stuff, okay?
I know, I know. I'm not a 3D-artist. A programmer. But who can stop me? #blender
A little bit of UI. Main menu, loading screen, pause menu. Nothing fancy. But it exists now.
Did a realtime Trenchbroom map build while Godot running the game. @passivestar.bsky.social showed something similar but for Blender. To be honest func_godot already had all I need to do this. I just running some scripts. #godot #trenchbroom #gamedev
Found Sci-Fi assets from @synty.bsky.social which I bought on @humblebundle.com several years ago...
Hello there. I'm still alive. Still playing around with the idea. Big and complex city was trimmed down to linear levels. Just because it's easier to develop and iterate upon. Also, I have a friend who can help me with level and game design. And it's just funnier to make a game with someone.
I was kinda sidetracked by learning Blender and 3D modelling at least enough to make simple things in it.