The Lootbox :^] Update (Weeks 17&18)

JAN 22 – Feb 04

In this first week, I completed the tutorial, preliminarily. I also introduced “lootboxes”, which produced a funny bug. Besides that, I tinkered around with UI / UX and tooltips. I went to the GGJ the weekend inbetween, and didn’t get a lot of sleep, on top of that I caught a cold. I did however get some playtesting for my new tutorial, which proved very successful! During the second week i implemented a few things based on that feedback, and some older things from my todo list. I also spent a good amount of time on the Final Presentation, which I held on Friday. Finally, I thought about the future of the game.

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The Learning Update (Weeks 15&16)

2018 Jan 08 – 2018 JAN 21

I spent most of the first week preparing for the playtest session on Friday 12th.
The playtesting showed me major flaws in aspects of the game, so I decided to forgo multiplayer entirely, in favor of polishing the singleplayer experience. At least until the final delivery date in February. Also, I worked 81 hours on the game total these two weeks, finally reaching the 40hr/week mark I wanted to for so long!
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The Loud Update (Weeks 13&14)

2017 DEC 25 – 2018 Jan 07

The multiplayer I had achieved at the end of week 12 could be called “Co-op”, all players in the game controlled the same buildings and subjects. Week 13 was spent turning that into opposing players. The following week I decided to add some polish to the game, so I added some menu stuff and I finally introduced sound.

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The Multiplayer Update (Weeks 11&12)

Dec 11 – DEC 24

As was my plan, I spent these two weeks diving into multiplayer. Although I’d had many challenges along the way, and was about to give up on at least three occasions, I managed to pull through, and fully implemented multiplayer by the end of this phase.

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Implementing the Workforce! (Weeks 7&8)

Nov 13 – Nov 26

Not much happened in the first week of this phase, but the second week had been my most productive at that point! I properly implemented subject hunger and death. I improved the serf behaviour a lot and implemented the Harvester and Crafter type subjects and behaviour, specifically the Lumberjack and Carpenter. I also attempted to use source control for the project…

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Bluebyte Game Jam: Don’t get Sick!


Don’t get Sick! is a game about an every-day man just trying to survive in the every-day apocalypse. Stay out of trouble with your boss, spend enough time with your family, keep an eye on your wealth, but most importantly: Don’t get Sick!

I made this game together with Violetta, Tristan, Tobias and Carsten during the Blue Byte Game Jam 2017, Nov 9 – 12.
The theme of the Jam was “Health” and we went with it quite literally. The other lose conditions – Family, Wealth, Job – came much later in the process.

The Game is available on or download HERE!

Construction Sites and UI (Weeks 5&6)

OCT 30 – Nov 12

I spent 4 days during this time on the Bluebyte Game Jam, so the time I spend on the game was reduced. I implemented constructing buildings and destroying them (without crashing the game) as well as UI for Buildings and Subjects. I also improved the Camera movement a little.

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Snek Screenshot

Snek is a simple version of the popular game snake.
You play a snake collecting delicious fruit and growing with each bit they eat. You are confined to a cage with walls that kill you when you touch them, and you are poisonous enough that you die when you touch yourself as well…
Snek features locally saved highscores and a level editor for potentially infinite fun! When you win the game, it crashes, which really is just another feature, mirroring the inevitability of death in our lives.

I made Snek as part of the programming lectures in the third semester at CGL. It was written in C++ as a windows console application, and is probably the most lightweight game I have made so far with 31kb for the game, and another 1kb for each map.

You can download the game HERE.