DOOM DELIVERY / Game Development
DOOM DELIVERY After the Jam — What Comes Next
What player feedback taught me, why the bike controller is worth building on, and the next steps beyond the jam prototype.
THE DEVELOPMENT NOTEBOOK
Follow DOOM DELIVERY toward 1.0, explore the completed DETOUR devlogs, and read the decisions, wrong turns, and useful bits from the build.
DOOM DELIVERY / Game Development
What player feedback taught me, why the bike controller is worth building on, and the next steps beyond the jam prototype.
DETOUR / Game Jams
Finishing DETOUR with audio, lighting, browser polish, and a clear decision about when a jam game is done.
DETOUR / Game Development
Balancing fuel consumption, testing shortcut and detour extremes, and making hazards create meaningful decisions.
DETOUR / Game Jams
Building varied road hazards with shared mechanics, making steady progress, and knowing when to stop during a game jam.
DETOUR / Design
Adding headlights, illuminated highway signs, obstacle shadows, glowing fuel, and a warm-lit destination.
DETOUR / Game Development
Giving DETOUR a heavier car, momentum, body roll, fairer obstacle patterns, and a playable opening.
DETOUR / Design
Moving health, fuel, and progress out of debug text and into the world of DETOUR.
DETOUR / Godot
Building a complete driving-game loop with simple shapes before getting distracted by polish.
DOOM DELIVERY / Godot
Finding the game in a bicycle controller, fixing collisions, and finishing a first 3D game.
KEEP IN TOUCH
New games, useful experiments, and the occasional lesson learned the hard way.