Trying out an experiment this month where I spend a little time each day working a gamedev “sketch”. This could be anything from a sprite animation, to a shader, to an npc behavior state machine. The idea is to stretch and build my skills and push my framework forward, but do it in a way that doesn’t involve making a whole game. Even a smaller project takes a fair bit to put together, and if I want to play with ten different screen construction methods I don’t want to have to make 10 games (or even 10 game prototypes). Goal was originally 30-60 minutes. Think its more reasonably 1-2 hours after doing a few of these.
Day 1 - Parallax

Mostly happy with today, there’s a few things I’d do different, but like a sketch, I wanted to work fast and loose all the way through without revising. From a process perspective I really enjoyed this.
Day 2 - Health Hud (a la Diablo)

Implemented a diablo-style health orb. while the effect is relatively simple, under the hood I decided to implement this via a dynamic render pipeline so now my framework has one of those.
Day 3 - SDF Screen Wipe

I thought a lot about text rendering routines before realizing I just didn't have the braincells for it today. So I pivoted to screen wipes using SDFs and my new shader pipeline, leveraging my day 1 sketch as the canvas.