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Tinker Tuesday for November 3rd, 2026

This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.

Post your project, your progress from last week, and what you hope to accomplish this week.

If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service.

Jump in the discussion.

No email address required.

I finally cracked and went full AI, and it seems like my productivity went up significantly. This week we have:

  • A nicer horizontal health bar
  • Preloading larger background area
  • Smooth camera zoom
  • Camera movement limits
  • Re-/spawning monsters outside the edges of the map
  • Fixed lagged fire for slow ROF weapons

One thing I forgot to mention last week, Redot came out with a new release which includes a struct data type in gdscript, so I decided to take it out for a spin. It did help me clean up my code a bit, but on the flip side, I run right into a parser bug which would make the feature unusable had I not found a workaround. On the gripping hand, I filed a bug report, and they already fixed it, so I'm pretty impressed.

It seems like I actually reproduced the main game loop of the original Alien Phobia game, and I can move on to polishing. Currently the map seems rather large for the "survival" scenario I set up, I need to add and test an escalating spawn rate, and like I said I'm completely reworking the aliens. Alien Phobia 3 had a campaign rather than just a simple survival mode, and I'm thinking of making one here as well. With the amount of enemies that can be simulated at the same time with this architecture, it would be kind of a shame to waste it on a simple survival mode. If I manage to add obstacles / terrain, I think I can come up with some interesting maps.

How have you been doing @Southkraut?