Wednesday, February 26, 2025
Progress on Delia's Game
All the testers had nice things to say about Delia's game! That's good to hear. (It still needs a name ...)
But that also means I can start designing the second level, inside the Opera House.
I love when I can peek out from behind stuff in games.
You can also roll into the plants and watch em shake:
I should put the notes in this week, make it function like a real game.
... I should put more stuff to knock into, as well.
Wednesday, February 19, 2025
My Testing Process
This is a screenshot from my newest project! I don't have it named though. But the pink axolotl is Delia. It's an educational game. If you're old like me, this game is similar enough to Treasure Mountain, it just has a fresh coat of paint on it. It's through it's first testing phase, and everything has gone great so far! That's a lie, the first test was actually kinda rough -- that's what testers are for. I thought it might help if I outline my current testing process. If it helps, you can steal it.
- First, I test it. If I can't break it, we're doing great.
- Then, I make my husband test it. He's a software developer, and he ususally works okay after I remind him that if his testers don't come back with extremely detailed reports he gets mad, so yes, actually, he is expected to play my game longer than 30 seconds.
- At this point, I stop and fix things that he's found.
- I send it out to my local programming club's discord.
- I beg for testers on Bluesky. Seriously, don't sleep on this step, plenty of people are willing and ready to help you. Use the #indiedev and #gamedev hashtags.
- I take the comments, and if I like the suggestions, I integrate them into the next build. I don't always change everything. That's art, baybay. But I do pretty much 95% of what my testers say, because the program has to make sense to people who aren't me.
- My programming club, my husband, and Bluesky all get copies again to beta test
- HOPEFULLY that's the final boss of testing and I can go on to something else
Wednesday, February 12, 2025
Menus and Accessibility
For one of my projects, several testers asked for keyboard controls in my menus.
Which, fair, I'd been using a mouse to test but I can see where keyboard would
be easiest. This is the easiest video that I've ever found on using keyboard
controls to navigate menus in Godot, it's very no nonsense and works out of the
box quickly:
See why I love it? I've thought about expanding this tutorial out to make it
more accessible. I'm not really sure where the line is between "I jacked this
guy's tutorial" and "Wow my own original content," but we're all just nerds
typing @export var junk at the end of the day. Here's what I think I'd add in
terms of accessibility:
- Dots or icons so you can see what's selected
- Sounds, a cute lil beep when something comes into focus
- Showing how theme interacts with focus
- Rumble. Okay maybe not, but that would be kinda fun, wouldn't it?
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