Lampyre

Lampyre development journal (3)

This sprint summary is going to be PHAST because I spent a lot of time working on game design and not enough on code this week - so let's get this done so I can run back to GODOT !

🗃️ What the ending sprint was about

Objectives

  1. ❌ acceptable fuel (most lights will only burn on processed sap-fuel, but crude pyres will gulp wood logs and plant parts)
  2. ⚙️ lightning methods available to the vyrrlin (right now, fire propagation is only possible if you're holding a blazing torch yourself - blazes should be able to be started with flints too, as you can find yourself in many situations without an existing flame)
  3. ⚙️ the amount of fuel available on the lamp (AKA adding fuel)

Bonus

New bugs found:

None !

🗑️: abandoned / ➕: added and done / ✅: done / ❌: not done / ⚙️: incomplete / ⚖️: balancing / 🪲: bug fixing / 🩹: gameplay change / 🛠️: major feature / 📝 : game design

🪴 Sprint conclusions

Difficulty (how complex the sprint was): 2/5 🟢
Progress made (how much of the desired functionalities were developed): 1/5 🔴
Sprint time accuracy (did it take the time we thought it would take): 2/5 🟠

Nothing difficult encountered, but my motivation was very low on the sprint's start and self-doubts were running rampant again in my mind. My new routines or the sprint format were not the culprits, so I took a bit more time to think about the way I planned out my development dashes.

Code-wise, I clarified some contextual inputs for the player to immediately understand they could potentially light lantern fires, but sometimes lack the tool(s) to do so.

🕯️ Notes and insights

Books and journaling helped, and I realized I really needed to think of Lampyre as an experience and a story-making tool. I am not supposed to be building a database, an architecture or perfect code. The game's not even complex enough to warrant this attitude.

What made me code fast during the first few months, or when experimenting with forests and resources was that I was focusing on the actual gameplay results. You need scripts to make the game works, but there's a world of difference between "I'll be coding a crafting UI because I guess my game has survival bits and need one" and "Look at that, my crafting system is so good that a new player immediately understands it and it could be its own stand-alone game - and I'm iterating over this thing fast as hell".

So, I'm not going to get on another self development ramble here. But I rewrote our current sprint and game mechanics so that I stay focused on the resulting scenes: situations, emotions, playability.

And now I'm motivated. Awesome.

🔭 Next sprint overview

Sprint end target: 1rst February.

Objectives

Our objectives remain largely the same, but instead of listing code requirements first, we'll be aiming for playable scenes and then list what it entails (the difference may seem subtle, but I'm a dummy and rephrasing it that way in my development journal made an incredible difference).

🪔 Scene 1/5: Daily flame routine

Making sure the lights protecting the haven work fine, and that the daily patrol ritual stays interesting and organic.

Completed
Planned this week
  1. acceptable fuel (most lights will only burn on processed sap-fuel, but crude pyres will gulp wood logs and plant parts)
  2. lightning methods available to the vyrrlin (right now, fire propagation is only possible if you're holding a blazing torch yourself - blazes should be able to be started with flints too, as you can find yourself in many situations without an existing flame)
  3. the amount of fuel available on the lamp (AKA adding fuel)
Planned for this scene

That's quite a list, but note that a number of these functionalities are already implemented. I just want to coat them in a cohesive, high impact test scene to see if this basic gameplay loop works.

If I keep this structure going, that means we'll throw a party for each completed scene, and a big celebration for completed gameplay loops (all scenes finished).

Also, GODOT 4.6 is out and it looks incredible. Making the switch during the week !

#GDScript #GODOT #gamedev #lampyre