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"Gilby's World Gameplay Vid"

Posted: 27 June, 2025

I’ve been away the last couple of Friday’s, so I missed my blog-window. Sorry! What’s been happening?

Lumo 2

All quiet on the 2umo front, which is good news. The build’s looking clean, and it’s been stable for weeks. There’re a couple of small perf issues on Switch (which I’m fine to ship with, if I’m honest), but other than that, it’s good to go. I’ll be uploading “final” Linux and Windows builds, to Steam, early next week.

The release date still hasn’t been finalised, but the latest info I have is “the end of September”. I’ll let you know when I get an exact date…

Gilby’s World

I’m reeeeally happy with the progress I’ve been making on this. It’s starting to look, and feel, like a game. Over the last three weeks, I’ve:

There’re six levels in the game, which will be the training levels I’ll ship with. Have a look:

It’s coming along!

The intention is still to get a demo build up on Steam, ASAP, and then continuously update that as I’m make the rest of the game. I’m hoping the demo will be ready in a couple of weeks, but there’re a few things left to do before I pull the trigger:

  1. The settings screen needs to be implemented, so people can set the graphics scalability options to match their PC
  2. I want to do a first pass at the bonus levels biome, so when you collect the 6 bits of fruit in the first 6 levels, you’ll be wizzed off to the first bonus level.

The demo’s going to be Windows only, for the moment. The Linux native build is blowing up something on the Steam Deck, which I spent a few hours looking into, but never really got to the bottom of. I think it’s the Vulkan driver, but it’s a bit tricky to tell. The game itself isn’t crashing, the Steam Deck is. Fortunately, the Proton build runs perfectly well enough to push ahead with the demo. I’ll come back to the Linux version once UE5.6 has had a couple of point releases…

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