—Hello again proggers—

New project, new devlog. This is the lighthouse keeper task-loop horror game for the class jam, replacing the abandoned Advantage project. First real logged sessions, and it's mostly foundation work so far — menus, scenes, credits, the stuff that has to exist before any actual gameplay does.

Cat or dog? SceneManager.LoadScene()

Okay let's get into it~

—Yap—

Six sessions across four days, all foundational. No lighthouse mechanics yet, no horror yet, just the scaffolding a game needs before it can be a game at all.

—The Great Suffering—

1 — Main Menu, Started (Sep 16, 4:02-6:34am)

First session, kicked off work on the main menu that shows on open. Early hours, early groundwork.

2 — Scene Calling + Options Menu (Sep 16, 6:07-8:12pm)

Same day, second session. Got scene calling working so menus can actually transition into gameplay scenes, plus a real options menu alongside it.

3 — Loading Bug Fixed + Main Menu Animation (Sep 17, 9:36-10:37am)

Short session, fixed a loading bug and added an animation system to the main menu so it's not just static anymore.

4 — Credits Page + Scrolling + End Credits (Sep 18, 5:04-6:12pm)

Built out the credits page, got scrolling working on it, and added end credits. Not glamorous, but it's the kind of thing that's much easier to add now than to bolt on right before the jam deadline.

5 — Version Numbers + Bootloader Image + Window Utilities (Sep 19, 6:05-6:35am)

Short early session: added version numbers to scenes, made an opening bootloader-style image, and put together some window utilities.

a whole bootloader image for a class jam game, no notes

6 — Bug Tidying + Standardized Classes + Git Repo + README (Sep 19, 5:00-5:49pm)

Closed out with cleanup — tidied up bugs, standardized classes across the codebase, and actually set up the Git repo and README. Proper project hygiene before things get more complex.

—FAQ (no one asked these but they are here)—

Q: What is a "progger"? A: A human programmer. You. The one setting up a whole bootloader splash before writing a single gameplay mechanic.

Q: What's the actual game about? A: A task-loop horror game centered on a lighthouse keeper, Isaac-style art direction. Gameplay itself hasn't started yet, this round was all foundation.

Q: Why so much menu/credits work before gameplay? A: Easier to get the shell right early than to retrofit it under jam deadline pressure later.

Q: Is this replacing Advantage? A: Yes, Advantage got abandoned in favor of this one for the class jam.

Q: What's next? A: Presumably actual gameplay mechanics now that the shell exists.

—This is the end*—

*end for now, jam deadlines permitting

POW!!!