🌟 First Real Devlog – Kindle veil
Hey everyone! This isn’t actually my very first devlog — I tried posting before, but Itch.io wouldn’t allow it back then. After a few days (and a lot of learning), I created the project properly and finally got this working.
I'm currently about 25% done with the story, and actively developing the game in C++ using SDL3. It’s a solo project, and I’m learning a lot as I go — both on the code side and the storytelling side.
The game, now called Kindleveil, is a 2D top-down emotional fantasy adventure. It’s about light, memory, sorrow, and mystery — all wrapped in a fog-covered world full of whispered truths and fading echoes. (Formerly called Lanternbound, in case you’ve seen my earlier posts elsewhere.)
đź”§ Tech & Tools:
- Language: C++
Library: SDL3
Build System: CMake
Engine: Fully custom, built from scratch
📝 What I’d Love:
Tips from others using SDL3 (especially around rendering, audio, and clean game architecture)
Advice on writing devlogs — what makes people stop and read?
Feedback on how to stay consistent and not lose motivation over time
Thanks for checking this out! I’ll post progress as I build more of the world, the combat system, and especially the light-and-memory mechanics that shape everything. Let me know what kind of devlog content you enjoy reading — I’d love to improve!
Top comments (1)
This week, I focused on refining the core mechanics for our platformer’s jumping system. After player feedback indicated the movement felt too “floaty,” I tweaked the gravity and jump force values to make gameplay feel tighter and more responsive. I also implemented coyote time and jump buffering of Noob win, which greatly improved the player’s control during fast-paced sections.
Some comments may only be visible to logged-in visitors. Sign in to view all comments.