Day 59: 2025/10/03 - 8h
Polished some minor details and added pop-ups for when special (tool/quest) or 1st time common items are added to the inventory. Will tweak the colours for readability next time.
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Day 58: 2025/10/02 - 6h
Started implementing item pickups, stack quantity limits, & logic for whether an item can be stored & where. If it can't be stored, it won't gravitate to the player or be picked up & will trigger an error notification.
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Day 57: 2025/10/01 - 6.5h
Removed whisk combo for now and added player HP to the HUD. HP restoring items apply in or outside the menu, and speed boost is applied when moving is possible. To prevent waste, items can only be consumed when needed.
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Day 56: 2025/09/30 - 7.5h
Started implementing equipped item use:
Using consumables works but doesn't affect anything yet.
Using the whisk triggers melee attacks, but I'll remove the attempted combo sequence for now as it's tricky to get right.
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Day 55: 2025/09/26 - 7h
All inventory features now respond to the currently active control device, including the new un-equip feature. Keeping it simple for sanity. The menu side of this system is mostly done now, but the battle ain't over yet!
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Day 54: 2025/09/25 - 5h
Fixed some small bugs and started implementing a way to un-equip items without replacing them with another item. This works with mouse right-click, and I'm pondering how to make it intuitive across all control devices.
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Day 53: 2025/09/24 - 9h
Got the Equip feature working with all control schemes & set the inventory up for saving & updating from in-game events I'll showcase later. Context menu position while closing broke & locks to 1st slot for some reason...
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Day 52: 2025/09/22 - 10.5h
Polished up the move selectors, context menu navigating, & scroll features. Most notably, I've finally got mouse wheel scrolling & zipper dragging to work! It's all still a bit buggy, but a breakthrough all the same.
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Day 51: 2025/09/21 - 7.5h
Some fine-tuning in the works:
- Holding direction keys gradually moves through the grid & context menu
- Moved item name to second line in Move instructions
- Started implementing mouse wheel scrolling, but it's buggy
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Day 50: 2025/09/19 - 7.5h
- Restructured the inventory for custom organization including empty slots
- Added Move commit & cancel
- Current features work more intuitively, with scroll & with mouse
- Info panel shows instructions while moving items
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Day 49: 2025/09/18 - 7h
Got temporary item swapping to work for the Move feature, but I'll need to fix some visual glitches & restructure the inventory to swap with empty slots properly. Committing the move also needs to be implemented.
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Day 48: 2025/09/15 - 7h
Started on the Move feature, which should temporarily swap items in the origin & target slots before committing. Instead, the target item replaces the origin item, even if the origin slot is reselected. Menu Hell is real!
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Day 47: 2025/09/12 - 8h
My notification system can now display multiple notifications at a time for both using and dropping items. I plan to improve this eventually, but it'll do for now.
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Day 46: 2025/09/11 - 7.5h
Added mouse control of the context menu & a custom cursor. Made control device switching in real time more intuitive. Items can be used & dropped. Beginnings of a notification system in the works!
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Day 45: 2025/09/10 - 5h
The inventory grid now wraps around and the context menu includes item-specific options that can be selected by keyboard/gamepad. Mouse control still to come.
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Day 44: 2025/09/09 - 8h
Made my item data structure more streamlined, added Type & Effect details, and acorn Value only displays if the item has a defined value (can be sold). Beginnings of a context menu in place, but can only 'Use' for now.
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Day 43: 2025/09/06 - 6.5h
Added some quick SFX to make the inventory feel more responsive and improved the scroll feature in subtle ways. Some failed attempts at adding mouse zipper dragging, but I'll keep at it.
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Day 42: 2025/09/05 - 8h
Spent the day tuning zipper scrolling. Coding tweens scrambles my brain, but it's getting there & only scrolls one row at a time now. Bit clumsy with mouse, which will behave different than keyboard/gamepad later anyway.
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Day 41: 2025/09/04 - 6.5h
Today I organized the data structure for item details and connected that so the info panel now displays correct information for each item as it's selected.
After that I started implementing zipper scrolling! Still buggy.
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Day 40: 2025/09/03 - 6.5h
Connected inventory data to visuals, items can be selected by keyboard/mouse & clicked to remove (for now). Still have to organize the info panel data structure for item details, so only the name updates currently.
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Day 39: 2025/09/02 - 6h
Started exploring another menu approach specific to inventory, and got the basic data management implemented. Item and its details are placeholder and not yet dynamic or connected to the inventory data.
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Day 38: 2025/09/01 - 6.5h
CW: audio volume changes
Now begins Sprint 3: Inventory System!
Exploring different approaches to menus, but this one might be too simple for my designs. Nice to easily control some settings though!
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We've reached the end of Sprint 2 of the #Moonshell_Island Reboot: Audio System! Here is the showcase and devlog I made to celebrate!
bsky.app/profile/goaw...
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Day 37: 2025/08/21 - 6.5h
CW: Dialogue too loud
The audio system is complete (for now)!
Today's improvements:
- fixed overlapping interact SFX
- fixed footstep amplification
- temporary track changes resume main track from where it was paused
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Day 36: 2025/08/19 - 11h
Today's improvements:
- custom NPC "voices" (WIP)
- new cutscene triggers for mid-sentence SFX & emotes, sprite & frame changing
- easter egg for my tabled "Villain Survival Guide" game (www.youtube.com/watch?v=w-Ax...)
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Day 35: 2025/08/18 - 8.5h
Found & implemented more fitting (at least for now) SFX for terrain-specific footsteps, mumble voices for character text, melodic acorns, crackling torches, & household sounds for interactable objects & light switches.
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Day 34: 2025/08/15 - 7h
Polished the lights and added ambient darkness. This creates an evening effect outdoors, which goes well with @queergermangirl.bsky.social's 'Night Breeze' track! Ignore the bright interior windows for now...
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Dije bueno voy a empezar con la greybox, para no aburrirme le hago un collage de assets chatarra.. quedó un enchastre pero lindo 😅
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Day 33: 2025/08/14 - 7h
Finished the room layer crossfade and added one for the bathroom. Also started implementing a lighting system using Crystal 2D. Still needs polish and darkness, but the room layer crossfade applies to lighting too!
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Day 32: 2025/08/13 - 8.5h
After asking the Gamemaker discord server for help with my layer crossfade, I got some clarity on why it wasn't working & was pointed another direction that yielded a breakthrough. Not perfect, but getting there!
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