--- /dev/null
+<!-- TITLE: #1 Making my first game feat. Godot -->
+<!-- DATE: 2025-07-16 -->
+<!-- SUMMARY: Why? How? What game? Are you a gamedev? -->
+<!-- TAGS: game-dev,godot,not-code -->
+
+<p>
+ I never liked calling someone a "gamedev", "webdev", "embedded developer", etc. I think, while this make sense to show
+ what specialty one has, it's kinda dumb because if someone is a developer/SWE then they should be able to change and
+ move real fast between all those "titles". I know that generally someone that spent all their carreer only doing
+ NodeJS+Express REST APIs will struggle when tackling different scenarios like making a game-engine in C++, the same way
+ that someone who spent all their life working in low level embedded software or maybe writing drivers/firmwares in C/Assembly
+ would lose their mind trying to make a RubyOnRails application. But I only see that as a matter of familiarity. If
+ you know how to code, have basic math knowledge and know your basic DS and Algorithms, you should be able to do
+ whatever you want to. Of course, some people will have an easier time with webdev, some people will strugle with
+ React, and so on and so forth. This is unavoidable, no one is equal and everyone has their own set of skills and
+ strengths. BUT, I still believe that you can still do whatever the hell you want if you have the right basic concepts
+ in your mind (and a bunch of time to spare).
+</p>
+<p>
+ With all that in mind, I'll revisit one of my older friends: game dev. My first contact with game development was in
+ 2017 (8y ago). I really enjoyed that. At the time I joined a "GameDev Team" at my former college, we were doing
+ Unity (obviously) under the supervision of a teacher. I loved poking around and see everything the engine had to
+ offer, messing around with the physics system, making animations... But I hated the team. Ok, to be fair not the team
+ itself. Everyone there was really caring and fun, I quickly became friends with a lot of people there -- even with
+ the teacher that was responsible for coordinating all projects. The problem was we couldn't make our own stuff. My
+ first (and only) experience there was to rewrite a previous (failed) 2D platformer game written in Unity called
+ "DinoPixel".... I still have shivers whenever I hear that name. It was not the worse idea of a game, but it wasn't
+ a good one either. No one in my team had a good time working on that, and quickly the "fun gamedev team" where "we
+ could learn and have cool ideas" became an unpaid job. It felt like we were there trying to revive a dead project
+ just for the sake of doing it. For years after I hated on game-dev because of that -- unfairly, I know, but I also
+ tried multiple times implementing anything but I always had that bitter taste in my mouth and always gave up after
+ some lines of code.
+</p>
+
+<h2 style="text-align: center; margin-bottom: 1rem;">
+ That changes now :D
+</h2>
+
+<p>
+ Last week I tried finding something cool to play but couldn't find anything. One game I always wanted to try is
+ Far Cry 3 -- bought the game but unf Ubisoft shit on Proton compatibility and now the game won't work on linux
+ (fuck you ubisoft). After some (a lot of) days searching for a game that would fullfil one of my needs, I reached
+ that state of mind that every developers knows too well: "I can make that shit". Started sketching, planning, picked
+ Godot (because I liked its API, "everything is text" policy, and Unity reminds of "DinoPixel"), and started building.
+</p>
+<p>
+ As my first step I needed to decide what exactly I was going to build. There's two games I really wanted to play but
+ couldn't find:<br/>
+ - FPS stealth-based roguelike -- without that enemies that need 400 bullets to actually die, just plain humans;<br/>
+ - Chill farm game with automation logic, no combat and some puzzles -- something like stardew valley/animal crossing
+ meet Factorio;<br/><br/>
+ I chose the second one because: my wife likes farm games, I'd love seeing her play it. And before any veteran
+ game-dev says anything about "you should start small" or anything like that: 1. I'm not aiming for commercial game,
+ I don't know about the future but as of now I just want my cozy side project I can also enjoy playing, and 2. you're
+ not my dad, fuck you.
+</p>
+<p>
+ Cool, after that I started taking notes of how I want the game to look like, mechanics, etc etc, and finally started
+ a godot project:
+</p>
+
+<img style="display: block; margin: auto;"
+ src="/static/assets/imgs/blog-pages/2025-07-16-making-my-first-game-feat-godot-1/godot-file.png"
+ alt="godot file"
+/>
+<label>I know that "farm" is a very bad name, but naming stuff is hard man, I can think of that later</label>
+
+<p>
+ Starting next post I'll post some code snippets and dev-blog about how the game is doing. Also, this project will not
+ contain <i>anything</i> AI generated -- code, img, mesh, music, etc. I believe games <i>can be</i> the ultimate form
+ of art, and although I'm no artist I do think that without passion there's no art and no fun in games. +I much rather
+ look at Godot docs and come up with my own solutions -- this way I can learn more (and it's more fun to me). Stay tuned! :D
+</p>
+
+<p class="footer">- Jansen</p>