Featured image of post Game Devlog 03/04/2025

Game Devlog 03/04/2025

Taking a short detour to Ship Something Smaller

Hey everyone! 👋

Game development has been a big part of my routine lately, but like many long creative projects, it sometimes helps to step back and adjust the plan.

For the past several months, I’ve been focused on Project Five, which has been my most ambitious game so far. As the project grew, I started realizing that while I’m excited about it, it’s also turning into something fairly large. Big projects are great learning experiences, but they also take a long time to finish, polish, and release.

So I decided to take a short break from Project Five and work on a much smaller game instead.

This isn’t abandoning the project—it’s more like a strategic detour. My goal with this smaller project is to create something simpler, tighter, and easier to ship. Finishing games is an important skill, and releasing something sooner helps keep motivation high while also providing valuable experience with the full development cycle.

Still Showing Up Every Day

Even though I’ve shifted focus to a smaller project, I’m still working on game development consistently. Lately my schedule has been getting busier, especially with job searching happening at the same time. Balancing those responsibilities with game development hasn’t always been easy, but I’ve been making an effort to keep showing up and making progress, even if it’s just a little each day.

Consistency matters a lot more than huge bursts of productivity. Some days that means implementing a mechanic, other days it might mean debugging, learning something new, or even just planning the next steps.

As long as progress continues, the projects move forward.

Learning Multiplayer Networking in Godot

One of the biggest technical areas I’ve been diving into recently is multiplayer networking. It’s something I’ve always wanted to learn, but it can definitely be one of the more complex parts of game development.

Using Godot’s multiplayer systems, I’ve been experimenting with:

  • Peer connections

  • Server authority and synchronization

  • Spawning players across the network

  • Managing game state between clients

Networking forces you to think about your code differently. Things that are simple in single-player—like spawning objects or updating player states—suddenly require careful synchronization between machines.

It’s been challenging, but also really rewarding to see it start working.

A Fun Milestone

One of the coolest milestones recently was getting a multiplayer build running where all of my friends could join and play together. Seeing people connect to the game and interact in the same world was a huge moment for me.

It’s one thing to run multiplayer locally or with two test instances, but having a group of friends jump in and actually play the game together makes everything feel real. It’s also been incredibly helpful for testing, because multiplayer games reveal bugs and edge cases very quickly once more players get involved.

Moments like that are a big reminder of why I enjoy building games in the first place.

Looking Ahead

For now, the plan is simple:

  • Keep making steady progress on the smaller project

  • Learn more about multiplayer networking

  • Continue balancing development with job searching

  • Eventually return to Project Five with more experience and momentum

Game development is a long journey, and sometimes the best way forward is taking smaller steps that help you learn, finish things, and stay motivated along the way.

I’m excited to see where this smaller project goes—and even more excited to eventually bring those lessons back into the larger one.

More updates soon.

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