This thread is a devlog for a minimalist dungeon crawling RPG where the events are procedurally generated with each run.
It's actively in development, but you can check out the latest build here:
Original Description for Posterity's Sake
I originally set out to take on a challenge of sorts where I made a bunch of small games in a short time window, but I quickly realized it wasn't realistic. But I've saved the description for context with the first few posts.
This devlog is something a little different than usual! It's not for one game but rather for three games. Three games that I'm going to make over the next six months. Since they'll be relatively small, I thought why not make one thread instead of many?
An idea I've been chewing on as a hobbyist game developer is how do I get good at making games? And how do I do that with my limited free time? And how do I not start and abandon so many projects?
Inspired by Bennet Foddy (Season 1 Zipper developer) and Douglas Wilson's talk at GDC in 2018 about the courses they teach where students make one game a week, I wanted to design something similar for myself that's realistic yet holds me accountable. I've got two young kids and a full-time job. So my time is limited. I don't think I could sustain doing one game a week without burning myself out.
I also love the One Game a Month project, which has people making one game a month. Game jams also have a similar spirit but are often during a much shorter time window.
So I've come up with what I'm calling Game Dev Jump-Start: a malleable structure to help someone dive a bit deeper into their game dev practice.
Approach
For my first GDJS, I'm going to do this pattern of increasing size of each game:
- March 2025: 1 game in 31 days
- April, May 2025: 1 game in 60 days
- June, July, & August 2025: 1 game in 90 days
So 3 games in 6 months! One could modify this accordingly, doing more games per week or less. But the intent is to finish games and not work on them forever and ever. It also forces learning scope and cutting things.
The third and final game, with 3 months of time to build it, should hopefully be my largest, most complex game I've ever made.
Rules
- I must publish a game on brettchalupa.itch.io at the end of each cycle, even if it's buggy or broken; prototypes are okay! But ideally they'll be polished enough to be playable
- I will not be using any AI for any part of the game development process, including no AI coding assistance
- I will make all of the games open source to share what I'm learning
- Sequels are okay if it is different enough from the original to warrant it and not just a direct continuation, gaming the system!
Goals
Part of this exercise, which I can imagine repeating throughout my life, is to have specific goals or outcomes I want from these 6 months.
- Get really comfortable with Lua
- Get really comfortable with the Playdate SDK
- Improve as a pixel artist making 1-bit art
- Make multiple original, non-trivial games that aren't just clones for learning purposes
- Break down RPGs and roguelikes into smaller chunks and learn how to make them, as they're the games I'm primarily interested in making; although I have other ideas I'm interested in exploring (but maybe not for this GDJS)
Games
I'll share updates as new posts in this thread and then keep this game list up to date as I finish them, as a sort of index.
Game 1: Dungeon Quest (31 days)
~Made from March 1 to March 31,~ Dungeon Quest is an RPG for busy people. It distills down the essence of JRPGs and roguelikes into a procedurally generated quest with no fluff.
Actively working on this game!