Timothy Lennryd

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My Game Development Journal

My projects

Info

In my mind, I have very many things going on. So many projects. But the ones that have been started and actually have any code are fewer.
These are the ones I sometimes work on.
I will add things here when they feel… like projects. And I will update info here when such is due.

Treasure Cave

A text-based dungeon crawler game, but with a visual representation of the cave map.

A screenshot of Treasure Cave. A pattern of grey lined squares with different coloured squares and letters inside.I started this in the first course of programming in C#, 2023, sometime in april.
It was the final assignment of the course. The base task (which one could build upon or change) was to make a bus, with passengers and functions for the bus to stop and pick up new passengers.
I immediately thought that I should make a litte game instead. Nobody needs a bus simulator. But I still used the idea with a group with several attributes and them moving as one.
The immediate idea was the most basic kind of game, a dungeon crawler with warriors in a group entering a cave to fight monsters and find treasure.
A nice challenge.

Teradoña and the Caves of Nevermind

A long term javascript game project in isometric perspective by me and my brother.

Screenshot of an isometric game with a pirate, big mushrooms, two doors, mossy tile floor and yellow fog.

Somewhere in 2016, my brother and I started this game project.
This is for PC, and possibly Xbox since Windows apps is possible to release on Xbox as well.
Our first ideas was simply to make an isometric game, with simple platforming and some puzzling.
We wanted it to use the isometric perspective to make ”3D” levels.
Also, a randomizing of many levels making it replayable as the next play-through would give you mostly entirely new levels. We have three different zones, green, blue, red, with different graphics and themes, which will be more adverse in the finished version than it is yet.
We added spikes with timers, buttons to switch them off, different kinds of falling blocks, a monster in the form of a bouncing skull and wooden platforms that could be set ablaze by rising lava and be destroyed before the lava had actually risen up there.
The rising lava made it natural and necessary to climb upwards in the levels, as well as giving the player more timing and speed motives.
Performance issues made us flatten the game several years later, and we turned as many stages as possible into 2D-levels. We had to ditch the rising lava, and a haze that gave depth. The haze isn’t crucial when the levels are only on one floor.
There’s still over a hundred levels designed, a lot more including test levels.
The cut down didn’t help with the performance much, but we kept adding lots of functionality, thinking we will find a solution sometime.
We plan to rewrite the game in C#, which I studied in 2023, likely using MonoGame.
Right now it is a dormant project and we have very little spare time for it these days, but I still hold it dear and hope to finish it.