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Day 83: 2025/11/24 - 4.5h

Started on the Control Settings, which swaps between control schemes depending on which device is active. Proper layout and descriptions to be implemented next time!

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Day 82: 2025/11/21 - 7h

Added keyboard/gamepad controls and some quick SFX to the Settings menu, completing the main structure of adjustable settings on the menu side. Nothing is final at this point, of course.

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Day 81: 2025/11/20 - 5.5h

Got the last option type (text slider) implemented, but it looks like I lost the % in percentage sliders. The language selection (subject to change) will require updating my fonts, but I'll ignore that for this sprint.

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Day 80: 2025/11/19 - 5.5h

Implemented numbered range and percentage sliders as well as mouse input for these and the checkbox options. These options are subject to change and have no effect at this stage.

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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A blue Journal menu appears over a night scene by Crabby's clubhouse. It's open to the General section of the Settings tab, where checkboxes for Screen settings can be toggled.

A blue Journal menu appears over a night scene by Crabby's clubhouse. It's open to the General section of the Settings tab, where checkboxes for Screen settings can be toggled.

Day 79: 2025/11/18 - 5.5h

Just a still screenshot today, but I've started implementing interactive Settings options. The underlying logic for handling dynamic layout & option values is a puzzle, so these updates might get a bit dry. Bear with me!

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Day 78: 2025/11/17 - 7h

Not much to show for this one because I spent more time revisiting the design for the Settings section than implementing it. Copied category list navigation from previous sections to get the ball rolling at least.

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Pencil sketch of two realistically drawn hermit crabs wearing seashells as they are meeting a funny cartoon hermit crab wearing a slightly cracked mug. On the mug is written, "I (heart) Mom & Dad".

Pencil sketch of two realistically drawn hermit crabs wearing seashells as they are meeting a funny cartoon hermit crab wearing a slightly cracked mug. On the mug is written, "I (heart) Mom & Dad".

Here's another quick bit of old fan art for #Moonshell_Island by @goawayimcrabby.bsky.social. This is my interpretation of Crabby going home to meet his parents. In my AU, Crabby comes from a family of regular hermit crabs and he's only now realizing how he's become different from them.

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Day 77: 2025/11/14 - 8h

Finished adding SFX and NEW stars to all relevant parts of the Journal menu, & implemented minor notifications for Diary & Quest updates.

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Day 76: 2025/11/13 - 6.5h

CW: Repetitive SFX

Implemented Journal section navigation for all control schemes, added some quick SFX (not done yet), & improved data structures for menus & pop-ups - including the new one for unlocked Achievements!

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Day 75: 2025/11/12 - 5.5h

Polished the Achievements section with "NEW" stars, a darker selected sticker outline, sticker collection scrolling and mouse navigation.

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Day 74: 2025/11/11 - 7.5h

Started on the Achievements section, which has key/gamepad navigation & displays details of each achievement based on whether it's selected & unlocked. Unlocking achievements works too, but still needs a pop-up.

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Day 73: 2025/11/07 - 6h

Finished up the Quest section with list scrolling for each control scheme, including wrap-around for keyboard/gamepad and mouse wheel scrolling. Onto the Achievements section next!

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Day 72: 2025/11/06 - 2.5h

Added objective & reward checkboxes to quest details & a basic quest unlock/update event you can see me test when the menu opens a 2nd time. Note the checked boxes & new Side Quest added!

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Day 71: 2025/11/05 - 6.5h

Got a good start on the Quest section, which includes cross-device navigation & shows the title & description of the selected quest under its respective subsection. More details to add next time!

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Day 70: 2025/11/04 - 6h

After struggling 4 days to build my Journal menu with the AutoUi plugin, I'm starting over to build it from scratch with my own logic. It's going much smoother, and I've already built a navigable Diary section!

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Day 65: 2025/10/27 - 7h

Now begins Sprint 4: Journal System!

Future Sam: The AutoUi plugin tested in this video is cool, but I decided not to use it after 4 days of struggling to build my Journal with it. Next post will skip to when I start over!

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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We've reached the end of Sprint 3 of the #Moonshell_Island Reboot: Inventory System! Here is the showcase and devlog I made to celebrate!

bsky.app/profile/goaw...

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Day 64: 2025/10/09 - 7.5h

Finally wrapping up this sprint with one final touch - visual/audio cues for status effects! Now you can tell what effect is applied & how soon it will wear off. Much caffeine was consumed in the making of this feature!

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Day 63: 2025/10/08 - 13.5h

Fixed an object/scene item add error where the store-able quantity is only added to 1 stack (exceeding stack limit) instead of spreading out across multiple stacks with room. Also fixed partial pickups/leftovers I broke.

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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A quick pencil sketch incorrectly labeled with an AI graphics filter. I am so sorry.

A quick pencil sketch incorrectly labeled with an AI graphics filter. I am so sorry.

It looks like people love the little drawings I've made in honor of #Moonshell_Island by @goawayimcrabby.bsky.social !

So here is one that has never been shared publicly before! Why, what's this? It's powered by the latest technology from Nvidia! Amazing!

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Day 62: 2025/10/07 - 11h

Polished/added SFX, fixed bugs, & now receiving items from objects doesn't show additional dialogue if the full quantity can be stored. Items are now added to any stored stacks with space before leftovers are calculated.

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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A sketchy pencil drawing of three characters on a park bench: a bear, a young lady with her hood pulled up over her baseball cap, and a shark. In front of them, two large gourds dressed as the guards from Assassin's Creed 2 are looking around suspiciously.

A sketchy pencil drawing of three characters on a park bench: a bear, a young lady with her hood pulled up over her baseball cap, and a shark. In front of them, two large gourds dressed as the guards from Assassin's Creed 2 are looking around suspiciously.

Here's another quick #Moonshell_Island fan art drawing I did as a little tribute to @goawayimcrabby.bsky.social !

In a true asSAMsin style, our protagonist sits on a bench, keeping a low profile to hide from the armed gourds!

Also, @bjoern.neocities.org makes a cameo to bear witness!

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Day 61: 2025/10/06 - 9.5h

Interactive objects/scenes now account for storage availability including optional partial pickups. Numbers are dynamically calculated & conveyed in text. Inventory math isn't mathing in all cases, so more math to do... ๐Ÿ˜ตโ€๐Ÿ’ซ

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Illustration of a dramatic scene by a coast somewhere, of a young woman wielding two whisks as weapons sliding up to the edge of a cliff and getting ready to take on a giant duck monster which is currently attacking and being attacked by the young woman's hermit crab friend.

Illustration of a dramatic scene by a coast somewhere, of a young woman wielding two whisks as weapons sliding up to the edge of a cliff and getting ready to take on a giant duck monster which is currently attacking and being attacked by the young woman's hermit crab friend.

Throwback to my first and most ambitious fan art I ever did for #Moonshell_Island by @goawayimcrabby.bsky.social !

In this one, Sam and Crabby take on their most dangerous enemy yet! The mega-sized nomster known as the Mock Duck!

Are two whisks enough to take on this intense foe?!

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Day 60: 2025/10/05 - 5h

Interactive objects/scenes can now add items to the inventory, but don't yet account for storage availability. I also adjusted popup readability & enabled quantity stacks of pickups, which reduce by how much can be stored.

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Day 59: 2025/10/03 - 8h

Polished some minor details and added pop-ups for when special (tool/quest) or 1st time common items are added to the inventory. Will tweak the colours for readability next time.

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Day 58: 2025/10/02 - 6h

Started implementing item pickups, stack quantity limits, & logic for whether an item can be stored & where. If it can't be stored, it won't gravitate to the player or be picked up & will trigger an error notification.

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Day 57: 2025/10/01 - 6.5h

Removed whisk combo for now and added player HP to the HUD. HP restoring items apply in or outside the menu, and speed boost is applied when moving is possible. To prevent waste, items can only be consumed when needed.

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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Sam gives you a peace sign from her home office before heading out to somewhere that isn't GDC!

Sam gives you a peace sign from her home office before heading out to somewhere that isn't GDC!

I may never attend #GDC or release #Moonshell_Island, but I'm still a #gamedev! I also cut my hair since my last posted photo so here's #WhatAGameDevLooksLike in her natural habitat.

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Day 56: 2025/09/30 - 7.5h

Started implementing equipped item use:

Using consumables works but doesn't affect anything yet.

Using the whisk triggers melee attacks, but I'll remove the attempted combo sequence for now as it's tricky to get right.

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

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