Initial release, and roadmap.


After switching from focusing on learning Unity exclusively, I found a project called Circle Jump and decided to use it to learn Godot and it's UI.

I spent about two days on the initial "WTF is all of this" phase, experimenting with different elements of the game itself to see what I could cut out and what should stay. This was a really good learning experience that I'd recommend to anyone trying to learn game design, start with an open-source project that exists and thing about how you'd change it. 

When Halo Infinite was released I was getting extremely frustrated with the game's technical shortcomings. I felt I had valid criticisms that I ultimately had no control over, and decided to turn this frustration into a teachable moment, and learn the technicalities of game-development. It's definitely way more complex and technical than I've even begun to grasp.

After a break for Valentine's day I got back to work on Astro Jump. I initially thought getting all the sprites and sounds would take at least another 3 days, but I actually got most of it done in a day, I made a few sounds for buttons presses, found a royalty-free song I like that fit as background music, and made an image for the ship (player) using pain.net.

All I really have to add is vibration for the phone version, I'm thinking light vibration for presses, and heavy vibration for landing. After that the only visual I failed to change on Astro Jump are the circles, I wanted to make them into Comets, or planets, or a random spawner that spits out both, but haven't figured it out yet.

Then I think I want to change some of the sounds some more, there's a few that just don't fit the soundscape, but that's a minor nitpick right now, and I'm happy and excited about what I've done so far. My goal now is to get it on my phone so I can show it off, but I've run into some technical issues and wanted to put this up before I started gaming for the night.

Files

AstroJump_release.exe 66 MB
Feb 17, 2022

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