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Grilled Cheese is a product of Village Compute

Version devBuilt at: 2026-10-11 02:37:10 EDT

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@schooliedee.bsky.socialOct 9, 2026, 2:49 AM

#devtober day 8, wind cutter 2 problems

To me, the Wind 1/2/3s are the most iconic spells in quest, so I want to make sure they feel ~identical to the original. Matched a bunch for the decomp after work, but I'm still missing something that makes mine converge much less.

@childofsacrifice.bsky.socialOct 9, 2026, 1:56 AM

My very short session involved setting up the character customizer scene and adding variables for previous selection and outfit presets. Very small things but had to get something in today. Now I'm off! #Devtober

@childofsacrifice.bsky.socialOct 9, 2026, 12:47 AM

So back home after my sister's graduation. Going to do something small on the game to keep up my streak of working everyday on the game then crash. #devtober

@tomuxs.bsky.socialOct 8, 2026, 11:38 PM

Day 8 of #devtober, reworked the law structure, limited it to only conjunctive and disjunctive cases.

I'll drop my parser thingy, instead I'll simply put all data into code. I don't think it is really necessary to split code and game data, since I ship a single exe/wasm file anyways.

@finstonk.bsky.socialOct 8, 2026, 10:21 PM

Day 8 of #devtober - staying focussed is key, and well...I did not. Got side tracked by on UI element, that didn't accept mouse input and correctly applying resolution changes.

But now at least a simple framework for settings is created. Saving and loading settings is next up.

#gamedev #indiedev

@sabre230.spookycrunchbunch.comOct 8, 2026, 6:41 PM

Save portal cinematics are working. #devtober

@mouse-potato-is-on.bsky.socialOct 8, 2026, 6:22 PM

Day 7: Managed to get the keybinds working, hopefully this code helps other avoid losing hours on this like I did

codeberg.org/MousePo...

piefed.social/post/2...

#Devtober #Decennial #gamedev #indiedev #MPUP

@shoehead.itch.ioOct 8, 2026, 3:05 PM

#devtober day 8 just adding in the animation from yesterday, getting it to work and updating sounds. Slade does not like me adding sound sometimes...

#doom #uzdoom #gamedev

@sabre230.spookycrunchbunch.comOct 8, 2026, 3:04 PM

Cleaned up the lock-on reticle behavior, added a real simple turret enemy. #devtober

@micalpixel.bsky.socialOct 8, 2026, 12:20 PM

#Devtober Day 4

Only one menu can be processed per frame now. This should make it impossible for any single button press to be counted twice when moving to a new menu.

A menu switch can be queued any time, but is not performed until the very end of the frame. #MayGame #gamedev

Output from a command prompt. Each line shows a frame number, and the current menu type for that frame. There is one line per frame, except frame #112, which has two more lines indicating a menu transition was queued, and then performed.
@schooliedee.bsky.socialOct 8, 2026, 2:10 AM

#devtober day 7, fixing circle checks

I'd borked up the encounter check awhile back and never noticed until recording yesterday, so resolved that and checked how foreign a store asset looked for Skelebat (very). Wind 2 motion was waiting on decomp, so that might be tomorrow.

@childofsacrifice.bsky.socialOct 8, 2026, 12:14 AM

Today was slow but I made progress. I made functions to set appearance, pronouns, custom pronouns, and names. Small stuff. Most fo today's work went into writing and updating dictionaries. Tomorrow is probably going to be slow too since I have a graduation to go to. #devtober #gamedev

@sabre230.spookycrunchbunch.comOct 7, 2026, 10:44 PM

And here's what that door looks like in-game. #devtober

@finstonk.bsky.socialOct 7, 2026, 10:33 PM

Day 7 of #devtober - this was by far the most productive day. Finally integrated a few of my prepared systems and even got to start on working towards persisting game states. Saving and loading is possible now!

#gamedev #indiedev

@tomuxs.bsky.socialOct 7, 2026, 9:55 PM

Day 7 of #devtober, took a break, worked on rl stuff.

@mouse-potato-is-on.bsky.socialOct 7, 2026, 9:13 PM

Day 6: Figured out an exciting new way the keybinds in my game can break. Need to fix the error in my plugin, too.

#Devtober #Decennial #gamedev #indiedev

@shoehead.itch.ioOct 7, 2026, 8:10 PM

#devtober day 7 working on the reload for the flame can. Yes I did this with two fingers taped together

#pixelart #gamedev

@childofsacrifice.bsky.socialOct 7, 2026, 5:49 PM

I'm pretty tired today so not sure how much progress I'll make today, but I did write 1000 words on the game today which included a fun horror scene. #cosmichorror #devtober #interactivefiction #sandboxgames #indiedev

@sabre230.spookycrunchbunch.comOct 7, 2026, 3:41 PM

Dropped the resolution, disabled mipmapping, and slapped together some placeholder textures using free scifi trimsheets I found online. Also implemented a lock-on feature that allows the player to focus on a target. #devtober

@micalpixel.bsky.socialOct 7, 2026, 12:33 PM

#Devtober Day 3 is another Developer Diary. ^^

I also improved the input code from yesterday and set up the game to start using it for actions.

I also began working in a menu subsystem.The pre-refactor version had a tendency to double-count button presses, so I'm working on a way to eliminate that

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