DevLog Week1: What am I looking at?


Hello everyone I’m officially starting a brand new project called Orris Multimedia or OrrisMM for short.

The goal is to develop and publish small indie video games with a team of... well, just me for now.

-> Who are you?

Oh right sorry, hi! You can call me Zorris or OrrisMM I suppose.

I’m 31, from France, and I’ve been developing websites, small apps and toy projects for the better part of 20 years.

I also have a bit of experience as a computer and laser printer tech.

My experience with video game development is comprised of small demos, game jams and mostly a pile of various unfinished projects that I’ve sprinkled along my path for about a decade or two. But this end this year.

-> So, what’s happening?

Ah, yes, so I’ve been working on my first project for a week. Right now, it doesn’t have a name, so I’ve been calling is Project Mk1.

Let me show you how it’s going:

I’m using Godot 4.3 which is my first experience with version 4 after a few experiments with v3.

The concept of the game is a 3D roguelite. There is a «hub world», a city that can be explored with NPCs to talk to and take quests from.

Around the city are gates that lead you to 4 randomly generated levels with slightly different game-play and level of difficulty.

You can switch between 4 Heroes with different competence trees.

The goal of the game is to go kill the big boss in level 4.

Hub world:


Level 1:


This first week was spent almost entirely on scripting the basics of scene wrangling and prototyping the player controller.

At first I went with an auto-loaded SceneManager singleton, but between the SaveManager, ResourceManager and ConfigManager I think that would make too much autoloaded stuff.

I’ve decided to attempt to transition as many stuff as possible to signals using a SignalBus singleton for inter-scene communication.

File structure as of 2024/09/07:



-> Objectives for week two ?

The goal of the second week will be to have a small demo of the hub world that contains a NPC with a sample dialog box, and a door to level 1.

Level 1 should be a better playable demo with a few generated chunks.

(see DevLog week 2)

Thank you for reading me, please don't hesitate to ask any question, and I hope to see you again next week...

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