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Rageball
The handbook of a mechanical engineer's descent into game development.
I decided to build a game because I wanted to see if I could apply my engineering mindset to a purely digital, interactive medium. Rageball is the result—a game that combines precision, frustration, and (hopefully) a bit of fun. This page serves as a live chronicle of the development process, organized like a handbook for my own reference and for anyone interested in the "why" behind the "how."
01 THE CORE PHILOSOPHY
The game is built on a simple premise: physics should be your friend until it's your enemy. I'm focusing on tight controls and predictable but challenging mechanics. No "cheating" AI—just you, the ball, and the level design.
02 THE TECH STACK
- Engine: Godot 4.x (C#)
- Art: Blender (3D models) & Piskel (8-bit sprites)
- Logic: JSON-driven configuration for chaos effects and level parameters.
03 CURRENT PROGRESS
- Core Loop: 100% Functional (Win/Loss/Retry)
- Systems: GameManager, HUD, and Collectibles are online.
- Level Design: Tutorial and Level 1 are in testing.
- Next Up: Implementing moving platforms and finishing the asset library.
STATUS UPDATE (APRIL 2026)
Current Phase
Level Design
Levels Complete
2 / 10
Build Status
Stable
THE ARCHIVE
- No previous entries yet. The descent has just begun.