Won't you fetch the bubbly, honey? For the guests.

honey??

hi! i'm wdbros. i've been writing some devlogs for a game, working title jerrygame. the things i've been writing are rather chaotic and sparse in places. with these digests, i plan to filter out the junk and write more meaningful pieces.

about wdbros

you won't find an about me page for wdbros, but i'll list a few things:

  1. my beverage of choice is, as of writing at time 2026-07-03, an iced matcha latté. cuba libre takes second place.
  2. i speak english and russian, and maybe a few more languages.
  3. my favourite game of all time is Doki Doki Literature Club!
  4. i struggle with adhd, a lot.
  5. i write code primarily on a macbook. i don't have a preferred OS.

i'm working on and thinking about a few games currently, and jerrygame is the first i'll be writing logs about. i hope to realise all of them before my time expires. memento mori.

on devlogs and such content

i'm feeling pretty reluctant to log my gamedev experience publically. it feels a little bit ingenuine, like i have to force the act of making art itself into performance.

this feeling is definitely influenced by reading the few devlogs i have in my time online. they are always a little bit sterile and objective? a little bit removed from the fantasy of their work. as if they're making their game like a maquette with pincers instead of getting in there and molding them out of clay. or something. and they rarely try doing interesting things with the actual writing of the devlogs themselves!

despite my reservations though, writing such devlogs has a few benefits. not the least of them is the fact that devlogs can help cultivate an audience for projects. the potential for income through something like Patreon is also a pretty huge factor, i say to be fully transparent. lots of objective benefits indeed.

my friends have spent some effort convincing me this is the right call. i believe them, and i appreciate that they believe in me.

so, officially: here goes nothing. no regerts. i hope i won't disappoint anyone.

jerrygame?

yes, jerrygame. it is going to be a Resident Evil 1-like survival horror game, powered by the Godot Engine. i'm talkin' fixed camera angles, tank controls, all that jazz, but with a prohibition era twist. heh, jazz.

there's a lot more to tell you about it, but right now... that's stuff's secret!!! shhhhh~


i started this summer (2026-06) at a very simple point. the project had:

  • convenient region-based fixed camera system.
  • tank player controller.
  • interactible objects integrated with the Scroller, a node that displays text on-screen.
Fig 1. Example text in the Scroller.
Fig 1. Example text in the Scroller.

apart from the code, i have a solid grasp of the premise, plot and gameplay flow. i have a vaguer grasp on the progression of the game's narrative. also made some concept art and tentative models!

since the beginning of the summer, i have done a lot more things! and come across a lot more speed bumps!

inventory

a big hurdle for me is that i feel like i can't half ass my work. the label on the side of that feeling reads "if you can't do something perfectly, don't bother at all." i'm trying to actively fight it now. another part of why i'm writing these logs now, wow.

Fig 2. The inventory, with a peculiar item in it...
Fig 2. The inventory, with a peculiar item in it...

this is what the inventory looks like currently. the slots are each the default icon.svg in Godot, fully blacked out. this bothers me somewhere deep inside my soul, but it's been incredibly useful in fleshing out the inventory's functionality. this placeholder has lived through me adding a context menu, item examination and item movement. it's a very useful placeholder, one that i kind of hate.

but if we take a sober look at the alternative, we'll see that had i tried to design this screen to completion before prototyping, i still wouldn't be done with the most basic inventory features. allowing myself to work with this messy, unfinal version of it is what helped me figure out how this should work.

you can't onetap making art, and the sky is blue. next!

interactions

you walk up to a painting and you press E. the player character comments on it. you hit E again and the character comments again.

details are important in art. this is a discussion i will expand upon later, but in short: i want my games to feel dynamic and inexhaustible, so they foster a feeling of aliveness. there's little more dull to me than a flat game. an important part of such a feeling of aliveness is richness in text. since this is an re1-like, the player will interact with and read lots and lots of things.

the interactible objects in jerrygame are a bit smarter than having a few exhaustible lines of text on interaction. each one has what's called state, each one keeps track of a few things individually. currently, they support:

  • a cursor pointing to what text should play next.
  • moving the cursor start-to-end, cyclically or randomly.
  • moving the cursor conditionally, depending on world state, e.g. player inventory or other interactibles.
  • handling text-based player choices individually.
  • giving the player items.
  • emitting signals that can make things happen in the world!

eventually, this will all contribute to a game full of objects with their own little quirks.

you will never read all the text in jerrygame.

the friend build

i've been blitzing through development. i don't think i've ever been this productive on a passion project in my life, barring the 48 hours i made my first piece of art with someone. shoutout ████!

i've actually been going so fast that i want to hide what the game's current state looks like until i have a build that is reasonably feature-complete, for a prototype. this means i have to add a lot of features. and work in some visuals. and audio.

i'd write some thoughts about this idea -- concealing the state of jerrygame from my friends until it's further along -- but this is only the first digest, you can wait.

that's it, wdbros?

pretty much, yeah.

i'll try to write one of these regularly. the actual day-to-day devlogs are staying private for now, they're for the черновик, rough and unpolished. i might share part of them eventually, they are safely stored in my Obsidian vault. the next digests will likely be shorter and each will likely be zoomed in on one topic as opposed to being so scatter-brained.

as a sign-off, i politely ask you to get out of my house.

figuring out the meaning of the word черновик is an exercise left for the english reader.

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