For example, in the track “Прощание со степью,” it feels more like a shamanic ritual, where the author moves through the entire history of the steppe, trying to do something with it—but there’s nothing left to be done. Even without understanding Russian.
Posts by Nikita Myshkin
Also this week I discovered another remarkable album by Alexey Khvostenko🔽
music.apple.com/in/album/%D0...
This week, I returned to working on my game Aces Up Magic, as my artist is creating new assets. What remains now is to refine the sound design and polish the UI elements. #SaturdayDevlog
#gamedev #2D #GodotEngine #gaming #GameDesign #indiegame
Next week, I’ll try creating a separate shadow and then dynamically adjusting it based on the character’s movement.
See you next week!
But, of course, there’s always a catch. I’ve spent three days trying to get proper shadows working in one location. The issue is that I have pre-rendered shadows for NPCs, but that approach doesn’t work for the main character since they’re constantly moving🔽
The composer delivered the soundtrack for the final locations—and for the first time in my life, I didn’t have to tweak anything. It turned out flawlessly, almost suspiciously perfect🔽
My Saturday morning doesn’t start with coffee, but with writing a post for my regular #SaturdayDevlog series🔽
#pixel #pixelartist #pixelart #gamedev #2D #GodotEngine #gaming #GameDesign #indiegame #pointandclick
Oh my God, your vinyl collection is incredible. I’ve been dreaming of something like this for a long time. Which recording of the St. Matthew Passion is your go-to?
This time I want to share a piece I’ve been listening to for over 10 years. This week, it revealed new colors to me — a composition by Bach from the album Bach: St. Matthew Passion: music.apple.com/in/album/mat...
I celebrated it quite modestly, but got a good rest. I walked all over the city and went through my entire music library. Still, the rest felt somewhat strained—as if I were trying to make up for all the days I had gone without days off.
Today, as usual, it’s time for #SaturdayDevlog. But this week I don’t have much to show—just two completed locations—because on April 1st I celebrated my 30th birthday.
And as tradition goes, I want to share the album that stayed with me this week — the soundtrack to Dead Man, a film by Jim Jarmusch, composed and performed by Neil Young. It’s perfect for working — it really helps me focus: music.apple.com/in/album/dea...
See you next week!
That said, it doesn’t take much time, and more importantly, it doesn’t create confusion or chaos in the codebase🔽
This week I created three more locations. I’ve noticed that the main difficulty in each one is the unique NPCs. Even if it’s just a few lines of code, each of them has its own quirk that forces me to create child classes. That probably means I didn’t design the base class well enough🔽
I thought I’d get tired of it by the second week, but I actually enjoy it. It’s a kind of written reflection🔽
It’s been over a month since I started a new series — #SaturdayDevlog — where I post every Saturday about the progress of my game🔽
#pixel #pixelartist #pixelart #gamedev #2D #GodotEngine #gaming #GameDesign #indiegame #pointandclick
It’s a fascinating piece — something childlike and playful on the surface, but with a deeper, more mature awareness underneath. Many of you have probably heard this album, but I highly recommend diving back into this strange and beautiful ride.
See you next week!
This week I spent time with the remarkable album “Tangerine Dream” (1967) by Kaleidoscope🔽: music.apple.com/in/album/tan...
In the video, you can hear that volume changes are applied in real time right in the settings, so the player doesn’t have to leave the menu just to test the sound levels. What’s left is polishing the UI and adding sound effects for each interaction🔽
Hello, Saturday. And with it — our regular segment: #SaturdayDevlog
This week I’ve almost finished working on the pause menu. I added language switching, volume control, and screen mode settings🔽
#pixel #pixelartist #pixelart #gamedev #2D #GodotEngine #gaming #GameDesign #indiegame #pointandclick
No, but it will cost like a cup and a half of coffee.
What struck me most was Alexey Khvostenko’s voice. It creates a very rare feeling of presence — as if he’s sitting with you in the kitchen, singing nearby.
See you next week!
This time I also want to share a wonderful album I discovered by chance: music.apple.com/in/album/%D0...
On the days when I can fully focus on the game, I usually work five to eight hours. And interestingly, after about six hours of intense work, I start to feel that it’s time to stop — especially when two of those hours were spent fixing a strange bug🔽
On the other days I work in short bursts. I set a 25-minute timer, work, then switch to other tasks. By the end of the day this often adds up to two to four hours, which surprised me. Before I started tracking my time, I was convinced I worked no more than an hour🔽
In reality, I only have two or three full days a week when I can dedicate myself completely to working on the game🔽
And afterward you can’t even remember — or explain — how exactly you found it. I also discovered a fantastic tool: a time tracker, specifically Toggl Track. In simple terms, it’s just a timer. I use it to measure how much I actually work during the day, week, and month🔽
The process of creating something is an amazing thing. Very often a task feels like it’s falling apart in your hands, as if it has taken the upper hand. But after hours or days of careful searching, constant testing, and trying different approaches, the solution appears🔽
This week I finished four more locations and two complex NPCs. And with every feature I implement, I feel more and more confident. That old fear — that I’ll suddenly get stuck and won’t be able to solve a problem — is slowly disappearing🔽
Another Saturday, another entry in the #SaturdayDevlog🔽
#pixelart #gamedev #2D #GodotEngine #gaming #indiegame