12 entries ยท Solo dev journey for CryptsOfEtherwyn
BSP tree dungeon generation, the corridor-room ordering bug that cost me two days, and lessons in reading output before writing code.
Energy points, hit-pause frames, enemy verbs, and why every status effect needs to be readable in half a second.
My complete asset pipeline from Aseprite sprite sheets to animated characters in Godot 4. Includes the import settings that took forever to figure out.
Shadowcasting, Bresenham's line algorithm, and why I ended up with a hybrid approach that's slower but looks much better.
I implemented four versions of monster movement โ random walk, direct line, basic A*, and optimized A* with flow fields. Here's what each one taught me.
Godot 4's tilemap autotiling system is powerful and confusing in equal measure. A walkthrough of my dungeon wall tile rules.
From reference gathering to palette restriction to final 16x16 tile set. The full visual design process for the game's starting biome.
I made the switch during the Unity runtime fee debacle. A year in, here's my honest take on Godot 4 for solo 2D game development.
JSON vs binary, what to serialize, how to handle versioning, and why I made a save system before I had anything worth saving.
My project structure, git workflow for game development, and the trello board I abandoned after two weeks.
GDD document, placeholder rectangles, and why I playtested with literally colored squares for three months before drawing a single sprite.
The first entry. Why I'm making a dungeon crawler, what games inspired it, and a completely wrong estimate of how long it'll take to finish.