This is for my video game development logs!

I want to make a video game. I don't know what kind of game, and I barely know anything about game development. I am decent at coding, and I really like video games though, so maybe those will give me the right inspiration. Is this the right motivation to make a game? Maybe not, but I'm doing this for fun, and I can stop whenever I want (though secretly I hope that this site will compel me against my will to make something). On this page I'll post development logs when I make progress on the game and maybe some other design stuff from the game.


Current Project: Lab Escape (working title)

A 2d-platforming game about escaping a scientific lab using the little gadgets you find along the way.


Lab Escape (wt) 0.0.4: What features need to be developed for the game?

Date: 1/??/2024

To be added...


Lab Escape (wt) 0.0.3: What is the version notation I should use?

Date: 12/31/2023

As part of the 0.0.z development stages I will outline a set of fundemental features of the game that must be implemented to have a fully functional experience. This doesn't have to fulfil the vision of 0.0.2, but which features get implemented should be advised by it. Once those features are chosen, each 0.y.0 (y>0) development stage should represent the completion of one of them. If a feature takes more than 1 month to implement or reaches 0.y.10 (y>0), then a reassessment should be made of the game's initial design. A version reaches 0.y.z+1 (y>0) if a work session ends with the program doing something functionally different.

  • x.y.z (x>0, y>0): This is an extension of a functional version of the game that has y addtional features since its last complete version and z patches since its last strictly functional state.
  • 0.y.z (y>0): This is a game in development with y features, and z patches since the last functional feature.
  • 0.0.z : This game has not yet begun development.

Lab Escape (wt) 0.0.2: What is the vision for this game?

Date: 12/31/2023

I want the puzzles to ultimately be very simple, but require some precision and quick reactions to complete. Eventually, similarly to Katana Zero, the player should be able to speed through the levels extremely fast with little difficulty or thought, almost on instinct. Worldbuilding can come in little ways throughout the game (energy person being drained to power the lasers?). Each part of the story could focus on one new part of the lab breaking down or the player getting closer to escape. I always want to keep things kind of light-hearted and camp-y so that the plot doesn't beg too many questions and bogs down everything else.

I want this to be a simple, but well-tuned experience that I can hopefully adapt to later projects. There should be fun combos/cancels and interplay between the tools to incentivize players to think about everything at their disposal when running through the level.


Lab Escape (wt) 0.0.1: What is this game?

Date: 12/26/2023

I want to make a game that looks like a combination of Katana Zero and Portal, visually speaking: pixel art slowly going from a pristine lab to more dilapidated and natural settings. I also want the individual levels to be short and compact puzzles that convince players to think about the various tools they have in order to make it through the level. I don't really have an idea for a story other than an escape from a lab. Maybe I'll think of something later, or maybe I'll just keep it simple.


That's all of my dev logs.