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oggythebuilder01

“Working more on the environment today. I added some cubes but had second thoughts about the layout, so I’m reworking a few things. I also found a new character with full animations, which I’ll be using to replace our current main character. I am running into a technical issue right now where the environment lost all its color, so it looks like I’ll have to redesign the colors/lighting from scratch.”

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YourLocalSatyrFlip

THATS AMAZING!!

secretaditzu78
secretaditzu78 8 days ago

lookin good :)

oggythebuilder01

Devlog #1: Characters, Animations, and First Steps
This is my debut game project, and I am super excited to share my progress! Here is what I have been working on:

Character Design: Currently fleshing out the look and feel of my characters.

Animation: I took my static animation frames and fully converted them into working character animations.

Scripting: I implemented some foundational scripts using Godot’s built-in features.

What’s Next? > Next on my to-do list is jumping into Level Design. I can’t wait to start building the world!

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oggythebuilder01

first look of my new project check it , i will update more update in next devlogs

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oggythebuilder01

I’ve been using Docker for a while now. I type docker run, and a minute later, I have a database or a web server running. But honestly? It felt like magic. I hate magic in engineering. Magic means I don’t understand the underlying system.

I decided to stop treating containers like lightweight VMs and actually look under the hood. I learned that “containers” aren’t a real physical object in the Linux kernel—they are just a combination of normal Linux features like Namespaces, Cgroups, and Chroot working together to lie to a process.

My goal for this weekend was simple: Write a script that creates a container manually, without installing Docker, to prove that it’s just a process in a fancy costume.

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oggythebuilder01

Shipped this project!

Hours: 3.36
Cookies: 🍪 9
Multiplier: 2.65 cookies/hr

I build this for BROKEN UI JAM
Creating “bad” UI actually taught us a lot about good engineering:

Browser Permissions: We learned how to handle navigator.mediaDevices.getUserMedia and manage microphone permissions gracefully (or ungracefully, in this case).

Real-Time Data: We learned how to visualize audio data (the volume meter) by mapping frequency arrays to CSS styles in a requestAnimationFrame loop.

User Psychology: We discovered that “Good UX” is about reducing friction. By intentionally adding friction (physical exertion + precise timing), we realized just how many invisible helpers (like autofocus and auto-save) exist in modern forms to help users succeed.

Limits of the Web: We explored how browsers handle background tab throttling—meaning this app forces the user to keep the window open and active to suffer the full experience.

oggythebuilder01

It is an authentication interface designed to be technically functional but practically impossible to use. Instead of typing a password, the user must sustain a specific volume level (screaming) into their microphone to generate characters.
The Challenge: If the user stops screaming, the characters delete themselves.
The Trap: If the user screams too loud, the system resets.
The Twist: The system actively fights the user by blurring the screen and changing the password right before completion.
2. What We Made (Technical Implementation)
We built a standalone web application using Vanilla JavaScript (no frameworks) to keep the project lightweight and raw.
Audio Processing: We utilized the Web Audio API (AudioContext and AnalyserNode) to capture real-time microphone data
Signal Analysis: We wrote a loop that calculates the average frequency volume every few milliseconds to determine if the user is “screaming” (inputting) or “breathing” (deleting).
State Management: We created a hostile game loop that tracks “Scream Charge” vs. “Decay Charge” to manipulate the DOM elements dynamically.

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oggythebuilder01

I’m working on my first project! This is so exciting. I can’t wait to share more updates as I build.

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