Void Viridian | Puro Dunjon セドゥーラの約束
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voidviridian.bsky.social
Void Viridian | Puro Dunjon セドゥーラの約束
@voidviridian.bsky.social
FR/EN, indie game dev (I guess)
Made the game Puro Dunjon セドゥーラの約束 on https://void-viridian.itch.io/puro-dunjon !
Currently in limbo, work-wise, but will try to release at least a game this year 🤞
Working on games for the playdate handheld console
Currently reforging my prop system to be less generic, thus having to redo the map switching component

Also, I defined the core gameplay along the lines of "what was your sentence, and what can will you do about it"

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday
December 6, 2025 at 7:19 PM
I may have to consider a job that is far from where I live. I'm not deeply attached to the city I'm currently in, but having to move put a bit of psychological strain on me. If anything, it would be stupid to not do it. Still.

Stay safe, keep your psych healty

#indiedev #gamedev #solodev #brokedev
December 5, 2025 at 7:12 PM
Switching map took some time: Setting a proper format editable in ogmo and usable in game

The whole thing is a bit sudden, so maybe a quick transition could be interesting

But at least, it seems to load & parse quickly, which is nice

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
December 5, 2025 at 12:53 AM
*.drawSampled() is nice but hard when you want to draw 2d using 3d position

I may still use it somehow, but I'd rather have a good workflow with simpler, connected tilemaps and small dynamic elements/fx

Ogmo is still fun to parse

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
December 3, 2025 at 9:47 PM
Playing with *.drawSampled(...), because it looks better, but still wary of the impact on fps

Ogmo for ground tilemap & some tricks for props

Also it'll be both a remake and a prequel

I hope I can add gameplay/lore in a compact shell

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
December 2, 2025 at 9:34 PM
Sometimes, checking distances feel better than checking intersections

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday #screenshotSunday
November 30, 2025 at 12:48 AM
I hope I'll be able to do nice things with shadows

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday
November 29, 2025 at 8:40 PM
November 29, 2025 at 3:43 PM
I'll try the mantra again, "make it before make it good"

Working on the sequences flow first is kinda good for me

I think I'll reuse most of the assets from the original one

It's a remake, not a remaster tho

#indiedev #indiegame #gamedev #solodev #playdate #screenshotSaturday #puroDunjon
November 29, 2025 at 3:30 PM
When you realise that porting your old game may be so much quicker than making a new one

#indiedev #indiegame #gamedev #solodev #playdate
November 28, 2025 at 1:06 PM
#playdate keep crashing with bugs that won't appear in the simulator?

I don't trust performances when testing in the simulator

In fact, a real test should be on real hardware, obviously

Starting to think I should port Puro Dunjon and put this project on pc

#indiedev #indiegame #gamedev #solodev
November 26, 2025 at 1:22 PM
All my games start small until I make them
November 25, 2025 at 9:44 PM
If I was to describe the aesthetic of this game and games that look like this, I would say "post nostalgic" (or neo nostalgic), because I like it whenever I see it, but I regret it wasn't an actual memory from this old era

In short: So visually pleasing it's sad it wasn't done like this back then
November 25, 2025 at 9:28 PM
Maybe a faster way for raycasting? Why not (irrational)

But json export of twine data, means direct use in engine (pragmatic)

#indiedev #indiegame #gamedev #solodev #playdate
November 25, 2025 at 6:47 PM
When the job description say you must have strong liking to "vibe coding"

#indiedev #solodev #brokedev
November 24, 2025 at 5:14 PM
Porting the sequences of the 1st part to twine grant so much clarity to the branches

I also made the end credits, so it can be done "once and for all" (what a joke): Fun to make

Part 1 is the vertical slice I must complete before going any further

#indiedev #indiegame #gamedev #solodev #playdate
November 23, 2025 at 5:35 PM
November 22, 2025 at 12:11 AM
Back to square 1: Problem is akin to CAP theorem

Data take too long to compute, you want to precompute

Doing so, means having data too big/complex to use (lookup speed), thus competing against initial compute speed

I won't even talk about size

#indiedev #indiegame #gamedev #solodev #playdate
November 21, 2025 at 10:46 PM
After some tests, precomputed data will make some really fat files, the price for every outcomes

785% for the small 9x9 map

2650% for 16x16

I didn't check for 32x32, at 6Mo, it run below 10fps, why bother?

Linking small maps could be fine tho

#indiedev #indiegame #gamedev #solodev #playdate
November 21, 2025 at 7:33 PM
Thinking about all the data that can be precomputed (not on actual hardware) : visibility from each position and angle, from each cell

Maybe bigger map can also be achieved

Still need to write part 2 and adjust bits of part 1

#indiedev #indiegame #gamedev #solodev #playdate
November 21, 2025 at 12:18 PM
Grid based seems ok, even if there's fps drop to 30 upon moving/update

Next: a cheap line of sight function to further reduce the number of cells to draw and maybe camera frustrum

Still think it's the wrong way of doing it 🫠

Story part 2 is near

#indiedev #indiegame #gamedev #solodev #playdate
November 20, 2025 at 7:53 PM
Today I talked (again) to the most obtuse person in the world, making me wish I could instead talk to ChatGPT (ngl)

This person would have had a negative score during a Turing test

Anyway, I wish I land a job quickly only to not speak to this job center person ever again

#solodev #brokedev
November 18, 2025 at 11:39 PM
When you write a grid based fps rendering system (ishaar) but it feel more complex than a static raycast one

I may dedicate tomorrow to pure writing, to compensate

#indiedev #indiegame #gamedev #solodev #playdate
November 18, 2025 at 11:34 PM
My eyes are burning, but I did manage to write all of the 1st part

Of course, it's only about what the player will (be able to) do, but still, that obstacle is no more

If I can preserve that energy until the weekend, I may write it all in one go

#indiedev #indiegame #gamedev #solodev #playdate
November 18, 2025 at 12:25 AM
Currently struggling to find the proper representation for a level

Most of the available options are not adequate and the good ones seems out of reach

I need to do more tests

I'll do more writing on the script

At least, getting some things done

#indiedev #indiegame #gamedev #solodev #playdate
November 17, 2025 at 10:31 PM