Bob's Crystals A vibrant, music-infused, tile-based action PC game with limitless creativity!

My grandson’s name is Max! :wink:

2 Likes
2 Likes

Currently getting everything in place, and then the focus will shift to performanceβ€”optimizing speed, memory usage, model reduction, soundfx etc. After that, I’ll be expanding the item library for the level builder while, of course, adding tons of new levels with fun narratives and an engaging storyline!

:rocket: Beta Hype Update! :rocket:

Nieuw checkpoint bereikt op weg naar de thrilling Beta! Een dozijn β€˜onbedoelde features’ gefixt en een paar nieuwe toegevoegd om hier te komen.

:small_blue_diamond: Multi-profile management!
Meerdere spelers op dezelfde PC kunnen nu (om de beurt natuurlijk) levels bouwen en spelen (voortgang per profile). Log je in op een andere computer? Online levels worden automatisch gedownload zodra je je β€œkentekenplaat” bevestigt.

:small_blue_diamond: Online levels
Work in progress… Zoeken hoe we dit UI technisch goed kunnen inrichten.

:small_blue_diamond: Profielgebonden voortgang
Story progress blijft per profiel bewaard, en level uploads worden gescheiden op e-mail & kentekenplaat.

:mag: Testteam on the job!
:space_invader: Ethical hacker probeert m’n kristallen server te kraken.
:art: UI & graphics expert bekijkt flow, gameplay en elk detail met zijn β€œdrones”.
:hammer_and_wrench: Allround tester checkt gewoon alles.

Oh, en YES! Steam-account zijn we aan het optuigen en β€œDe website”? Die staat een beetje in de wachtrij – prioriteiten en zo.

:fire: Op naar de volgende mijlpaal! - First BETA ;):fire:

1 Like

Oh!.. and Yes!.. i will share closed beta keys!..
:wink:

1 Like

first addons on soundfx :wink:

2 Likes

Godot 4.4 !!.. running like a charm…

The only thing i found was a visual change where i had a str(number) that converted to 1.0 instead of 1 between godot 4.4 and 4.3 (but wrapping it with an int() and visual solved :wink:

Congrats with this great job Godot team!!


Level 17: Coastal Chaos

Prompt:
β€œGolden beaches, crystal waters… and a 90% chance of catastrophe. Hope you packed a life vest!”

Description:
β€œA tropical paradiseβ€”if you ignore the collapsing cliffs, treacherous tides, and quicksand that’s way too eager to make new friends. Just another relaxing day at the beach!”

Narrator:
The edge of the jungle gives way to sun-bleached planks and shifting sands. Wooden walkways, worn thin by time and tide, sway under your weight. The sea glistens invitingly, but don’t be fooledβ€”one wrong step, and you’re part of the scenery. And if the collapsing structures don’t get you, the quicksand just might.

System Log:
Ah, the beach! Sun, sand, and… structural instability. Nothing like a relaxing stroll over suspiciously wobbly planks and treacherous terrain. Also, memo to self: quicksand is very poorly named. Should be called β€˜Oops-Too-Late-Sand’ or β€˜Instant Regret Pit.

With official testers in da house, the Jira board is filling up fast! :video_game::wrench: Which is a good thingβ€”it directly contributes to quality, playability, and overall polish. Every bug squashed and every piece of feedback helps refine Bob’s Crystal into the best version of itself. Serious project, serious testing! :gem::rocket:

1 Like

Level-17

1 Like


Upgraded X-Ray View in the Level Builder

I improved the X-Ray view in the level builder (the builder wil be included in the game, so you can build and share your own fancy-schmancy, over-the-top-perty levels! :laughing:), making it much more useful for precise object placement and working with hidden elements. The upgraded system works by:

:white_check_mark: Making all existing objects material-less – Instead of just reducing opacity, the X-Ray view strips away materials from already placed objects, turning them into simple wireframes or ghosted outlines. This ensures they don’t visually obstruct the scene while still allowing you to see their structure.

:white_check_mark: Highlighting newly placed objects – Any new objects you place in X-Ray mode remain fully visible and retain their materials. This helps distinguish them from the existing environment, making it easy to position and tweak them without interference from background elements.

:bulb: Use Cases:

Building behind walls – Perfect for placing objects inside enclosed spaces or behind other structures without constantly toggling visibility.

Working with electrical circuits – Great for routing wires or placing components when working on in-game circuit systems, ensuring everything is properly connected even in cluttered areas.

General scene editing – Useful for any detailed work where occlusion by other objects would normally be an issue.

What do you think?

Is this useful, or just a nice-to-have feature? :rocket:

4 Likes

I would say in the context of a level builder, incredibly useful!

I still can’t quite believe how beautiful your game is looking! Amazing work and very inspiring too.

2 Likes

:video_game: Almost Beta! Stitching It All Together…

Alright… I’m finally piecing everything together to reach the beta phase of Bob’s Crystals!

:brain: A bit of advice from the trenches:

The hard part? Giving your game a proper beginning and end.
It’s tempting to spend all your time on the flashy stuff β€” mechanics, particle effects, explosions :boom: (guilty!) β€” but actually finishing a game? That’s the real boss fight. :muscle:
You need patience, focus… and maybe a little caffeine-fueled madness :coffee:.

:hammer_and_wrench: What saved me:

  • Setting up a clear folder structure to keep the spaghetti in check :spaghetti:
    (See structure below)
  • Building custom tools that make adding content fast and painless.

Sure, that tooling ate two months of my life :mantelpiece_clock:… but now?
I can drop in a new model, tweak the scale, add a description, set its breakability, and boom β€” done in five minutes. :white_check_mark: Total win.

:pushpin: Pro tip: Invest in your dev tools.
It might feel slow at first, but it’ll save you a mountain of time later β€” especially when your project grows into a wild jungle of assets, logic, and last-minute edits.

:card_index_dividers: Folder Structure

BOB/
β”œβ”€β”€ .godot/ # Engine-generated directory
β”‚ β”œβ”€β”€ editor/
β”‚ β”œβ”€β”€ imported/
β”‚ └── shader_cache/
β”œβ”€β”€ assets/ # All game assets
β”‚ β”œβ”€β”€ artwork/
β”‚ β”œβ”€β”€ fonts/
β”‚ β”œβ”€β”€ icons/
β”‚ β”œβ”€β”€ Images/ # Textures and image files
β”‚ β”‚ β”œβ”€β”€ bricks/
β”‚ β”‚ β”œβ”€β”€ metal/
β”‚ β”‚ β”œβ”€β”€ rock/
β”‚ β”‚ └── … (other texture sets)
β”‚ β”œβ”€β”€ leveleffects/ # Visual effects
β”‚ β”‚ β”œβ”€β”€ boids/
β”‚ β”‚ β”œβ”€β”€ explosion/
β”‚ β”‚ └── lightning/
β”‚ β”œβ”€β”€ levelelements/ # Game elements and prefabs
β”‚ β”‚ β”œβ”€β”€ collectables/
β”‚ β”‚ β”œβ”€β”€ crystals/
β”‚ β”‚ β”œβ”€β”€ electrics/
β”‚ β”‚ β”œβ”€β”€ environment/
β”‚ β”‚ β”œβ”€β”€ hazard/
β”‚ β”‚ β”œβ”€β”€ movables/
β”‚ β”‚ β”œβ”€β”€ pathway/
β”‚ β”‚ └── tiles/
β”‚ β”œβ”€β”€ levelmusic/
β”‚ β”œβ”€β”€ levelvoices/
β”‚ β”œβ”€β”€ models/ # 3D models
β”‚ β”‚ β”œβ”€β”€ bob/
β”‚ β”‚ β”œβ”€β”€ minibot/
β”‚ β”‚ └── … (other models)
β”‚ β”œβ”€β”€ shaders/
β”‚ β”œβ”€β”€ skyboximages/
β”‚ └── soundfx/
β”œβ”€β”€ scenes/ # Game scenes
β”‚ β”œβ”€β”€ bobgame/
β”‚ β”œβ”€β”€ introduction/
β”‚ β”œβ”€β”€ levelbuilder/
β”‚ β”œβ”€β”€ level_rating/
β”‚ β”œβ”€β”€ markercrystal/
β”‚ β”œβ”€β”€ minigames/
β”‚ β”œβ”€β”€ outroduction/
β”‚ β”œβ”€β”€ startgame/
β”‚ └── testlevel/
β”œβ”€β”€ scripts/ # Game scripts
β”‚ └── autoload/
β”œβ”€β”€ data/ # Game data files
└── theme/ # UI theme resources

:tada: This is my first proper compilation of the game’s ending β€” finally giving Bob’s Crystals a real head and tail.

Below is the :clapper: end-game cinematic β€” this wraps up the story and kicks off the credits. :dizzy:

Let me know what you think! :point_down:

1 Like