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  • HTML 93.1%
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2026年03月04日 10:20:04 +01:00
coincrawler Touched a lot of things. Let's see. I polished the interface and made my coin betting UI and the bitsy game correspond better. That already added a lot of playability, making it less awkward. I also setup some progression, starting with one room with just one chore to battle (dirty socks on the ground) to make the player familiar with what's going on. After that comes a room with dust and a plant, to make the player understand, that somehow the reality we're in is expanding. The last room for now enables being able to take care of the plant (but also killing it). That's it for now. It's kind of what I imagined. I feel like this is something that I need feedback from people who make games. I don't know where to continue here in terms of what's needed: balancing game mechanics, interactive fiction blocks, puzzles? I also die a lot and it can be quite frustrating, but that's also a bit the point, no. But it makes it certainly less fun to play. Gotta ping some folks to see what they make of it. 2025年12月04日 14:10:26 -05:00
lab Touched a lot of things. Let's see. I polished the interface and made my coin betting UI and the bitsy game correspond better. That already added a lot of playability, making it less awkward. I also setup some progression, starting with one room with just one chore to battle (dirty socks on the ground) to make the player familiar with what's going on. After that comes a room with dust and a plant, to make the player understand, that somehow the reality we're in is expanding. The last room for now enables being able to take care of the plant (but also killing it). That's it for now. It's kind of what I imagined. I feel like this is something that I need feedback from people who make games. I don't know where to continue here in terms of what's needed: balancing game mechanics, interactive fiction blocks, puzzles? I also die a lot and it can be quite frustrating, but that's also a bit the point, no. But it makes it certainly less fun to play. Gotta ping some folks to see what they make of it. 2025年12月04日 14:10:26 -05:00
sunflower-coincrawler @b58862a55d backup March 2026, didn't know there are files that I didn't commit? 2026年03月04日 10:20:04 +01:00
why_do_we_play_games_actually backup March 2026, didn't know there are files that I didn't commit? 2026年03月04日 10:20:04 +01:00
.gitignore After some more reflection (see journal), I started to focus on randomness as a core mechanic. Specifically random either/or. At one point of the game there will be the need for a random value that can only be one of two things, heads or tails for example. Started out with javascript, because that is probably the language I'm most comfortable with. And, it offers an easy way to create random numbers. That become boring quickly and inspired by the I Ching way of constructing larger values from coin flips I implemented an 8-ball. Instead of directly creating a random number between 0-15 I threw 4 coins and each result became the result of a binary notation. 0010 is 2, 0101 is 5 and so on. That doesn't make much sense in terms of programming since I make the approach overly complicated, but I'm trying to explore coin flips, not random numbers, in a way? I want to construct something something ludo-narratological from coin flips. Moving that way was a bit of a surprise to myself, didn't plan to do so. But I think I would love to try doing the same in assembly in a next mini-step, and see how that feels and plays out. 2025年09月24日 13:22:29 -04:00
.gitmodules I started to work on a version in BASIC of the thing I'm doing here. As part of a cute event called December Adventure. It's just a motivational thing that makes participant do a little bit of code each day in December. I decided that I wanted to go a bit into mechanics with BASIC and that worked out a lot, but it was also hell. Making games, even programming in general, in BASIC just sucks. I was able to create a small dungeon crawler in which flipping coins is still a central mechanic. And the process made me think a lot about mechanics. I got stuck at one point because I had to go more into narrative dimensions, and BASIC kept me busy with technicalities. So I Switched to ink script, which supposdely focuses on writing interactive fiction. But instead I started programming in it and it's a lot of fun. More about everything in my journal. Sorry for the mess, person who's reading this. 2025年12月11日 11:52:13 -05:00
LICENSE Initial commit 2025年09月22日 15:32:01 +02:00
README.md Initial commit 2025年09月22日 15:32:01 +02:00

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