SOME_RAN_DEV

@someran.dev

〔they/them〕sometimes when i make something that looks cool, i'll upload a picture or video of it here i want to marry 3d platformers ALL MY SOCIALS HERE: https://someran.dev/links

working on a 3d subtitles renderer because i hate my free time and have brainworms crawling in my arms (they already emptied my skull months ago)

Part 3 of makin custom #coding language for game ✧˖°. After STRUGGLING for a week, finally got custom syntax declarations working. 🎉 Since each project I use this for may require different structures for conditional statements/loops/etc., wanted a way to define them on a per-project basis #gamedev

An image that demonstrates the structure of a "syntax" declaration.

Its content is:

syntax [SYNTAX_NAME]:
  pattern: # First possible pattern
    [SYNTAX_PATTERN_1]

  # Can have multiple patterns...
  pattern: # Second possible pattern
    # Patterns can use any characters.
    # Pattern starts after first indent after pattern
    a 1 🎃
    
    # Use triangle-brackets for expression inputs
    # <[NAME]: [TYPE]>
    <myNumber: int>
  

# Whitespace is ignored unless identation changes,
# so this is valid use of the syntax.
a 1 🎃 69Shows real, usable examples of "syntax" declaration.

# "Butt" syntax
syntax Butt:
  pattern:
    ɷ <buttData: int>

ɷ 123;

[
  {
    "buttData": 123
  }
]

----------

def Action(name: string) -> dict:
  name: name;

def RandomlyTrue(chance: float) -> dict:
  chanceOfTrue: chance;

# "if" syntax
syntax If:
  pattern:
    if <conditionData: dict>:
      <actions: list>

if RandomlyTrue(0.2):
  Action("Hop");
  Action("Skip");
  Action("Jump");

[
  {
    "conditionData": {
      "chanceOfTrue": 0.2
    },
    "actions": [
      { "name": "Hop" },
      { "name": "Skip" },
      { "name": "Jump" }
    ]
  }
]

Part 2 of making my custom scripting language for my game. Making a whole interactable demo for the documentation cause why not. The compiler is written in #haxe allowing me to export it as a JavaScript library that runs entirely on the frontend, making it just a liiiiiittle easier. #gamedev #code

Oh hey! Shout-out to a year ago when I would post almost daily. 😶‍🌫️ The October vibes are HITTIN, so I'm going to try daily posting my gamedev shenanigans again. Let's see if I can keep it up for the rest of the year. Please bear with me this first week as I finish making my programming language. 😅

LOOOL GG we absolutely not making it by Next Fest. LIFE TRYING TO STOP ME FROM MAKING ART BUT I WONT LET IT AAAHGH Anywho check out this sick af NPC dialogue thingy I made + tutorial wall of spears. I'm really happy with how my blender animation skills have improved ^^ #indiegamedev #godot #3d

Okay!! It maaaay seem like I haven't done much, BUT I wrote Steam descriptions, got page prepped, website/email registered. Bunch of small stuff I needed to get out of the way. + Finished FOUR environments for demo; some still need unique decor. 17 days until Next Fest... #indiegamedev #godot #3d

"Cabin" with green-blue trunks for the walls.Club room. Tiled floor with multi-colored tiled walls.Forest. Grassy shaded floor with trees for walls.Underwater! Vibrant walls and sandy floor!

Sorry for no posts for the past monthish! Got burnt out; shouldn't have given myself crazy artificial deadlines. 💀 Still shooting to release the roguelike demo for Next Fest! Made some pretty good progress, so let's return to daily devlogs! 21 days until Next Fest... #indiegamedev #godot #3d

😎 Day 3.5/7 of Steam Demo Game Dev bruh ive been so busy with non-gamedev stuff past couple days. no progress, very sadj. since it's snowing, im calling them snow days and they dont count cool? cool. also fuck sharks, i like magic aesthetic so switching game's character to witch you cannot stop me

🕐 Day 3/7 of Steam Demo Game Dev Kinda finished skill making system AND IT'S BOOTY. It's confusing and clunky to navigate. But worst of all, it's boring and derivative. I can do better. #gamedev #ui

🪄 Day 2/7 of Steam Demo Game Dev The features I want to finish by day 7 are: * Skill making system (from randomly found components) * Random passive ability pickups * Overworld traversal system Was busy today, but got some progress on a skill-making menu: #indiegamedev #godot #ux #2d #menu

New year new me. My goal was for Steam demo/page of Teleport Man out by Feb. Next Fest, but that's not happening. I enjoy Codfather development, so let's see if I can finish+release it as Steam game in 1 month. I'll allot 1 week to make Steam demo I like, if I hate it, I drop & don't look back. 😏

🐟 Day 7/8 of Daily Game Jam Devlogs OOOF was so focused I didn't post the final days 😩 Day 7 was spent making the tutorial area w/ readable signs AND finally implementing the rest of the UI. Built custom maps from reading pixels on Aseprite images. 😅 #indiegamedev #godot #indiedev #3d #lowpoly

SOME_RAN_DEV@someran.dev · 2y ago

🦈 Day 6/8 of Daily Game Jam Devlogs Character creator set up!! Species dictates your default skill, and class dictates your base stats (unimplemented ;^_^) AND YES I KNOW WHALE SHARKS HAVE SPOTS I LOVE THEM BUT I DONT HAVE TIME IM SORRY #indiegamedev #sharks #art #3d #godot

🦈 Day 6/8 of Daily Game Jam Devlogs Character creator set up!! Species dictates your default skill, and class dictates your base stats (unimplemented ;^_^) AND YES I KNOW WHALE SHARKS HAVE SPOTS I LOVE THEM BUT I DONT HAVE TIME IM SORRY #indiegamedev #sharks #art #3d #godot

SOME_RAN_DEV@someran.dev · 2y ago

🪟 Day 5/8 of Daily Game Jam Devlogs Running low on time (only 2 more full days), but we're getting there! * Created player model (shark) * Added skill selection + target system * Blood particles! #indiegamedev #art #blender #ux #godot4

⚔️ Day 4/8 of Daily Game Jam Devlogs UNFORTUNATELY due to unforeseen reasons (christmas), I was unable to make BEEG progress, but I do some stuff. Attack system + turn process. Faster enemies can move before you attack OR take your spot before you get to it. #indiegamedev #3d #godot #rougelike

SOME_RAN_DEV@someran.dev · 2y ago

🚶 Day 3/8 of Daily Game Jam Devlogs Added: 1) Mini-map (uses ImageTexture.update) 2) Test enemies 3) CRT shader cause why not 4) 2 layer system The "2 layer system" is the game's main gimmick: allowing entities to swap between moving above or below... 🧵 #indiegamedev #godot #3d #rougelike

🚶 Day 3/8 of Daily Game Jam Devlogs Added: 1) Mini-map (uses ImageTexture.update) 2) Test enemies 3) CRT shader cause why not 4) 2 layer system The "2 layer system" is the game's main gimmick: allowing entities to swap between moving above or below... 🧵 #indiegamedev #godot #3d #rougelike

SOME_RAN_DEV@someran.dev · 2y ago

🚶 Day 2/8 of Daily Game Jam Devlogs SCHMOVIN ROUND DA WORLD (using the power of programming for the animations so I can just drop in a static player mesh later. it's a modular system that should be usable for enemies as well). #indiegamedev #3d #rougelike #godot4