Train of Destiny – Dev Blog #3

It's been a while, again...

It has been a while since my last update and the reason for that is SUMMER!
It was just to hot, vacation and doing other stuff like gardening…

Now that it’s getting colder again, I’ve started working on Dick again.
But in my usual manner, not with what my roadmap promissed.

Nah, I started to implement completely new stuff!
But hear me out, it makes sense!

So, I wanted to create new scenes.
But for that I wanted to know how gameplay will be.
So I needed a working enemy.
For a working enemy I needed it to say or shout something.
That brought my into a deep rapid hole, which essentially became what I call now the Language-System.

Since I want my game to be multilingual, I needed to my enemy to be able to shout out in different languages. So I checked out Godots solution for this and found it rather disappointing.

So, I decided to create my own, based on a database.
Now was the question, which database?
After a while I just settled down on SQL-Lite, because it’s there, I know SQL and know how to implement stuff like this.

But man, this whole thought process cost me so much time…

Anyways, Dick has a working DB now, even a subtitle system and I’m working to get this running ingame flawlessly at the moment.

But not with a few draw backs, of course.
I noticed that Godot handles filenames case insensitive in the Editor, but case sensitive in builds. After my latest build crashed and didn’t run, I decided to give the whole project a good overhaul.
I’m currently in the process of cleaning it up, current Version is 0.3.5, but after that I will go on making good progress for sure!

So far for now.

Train of Destiny – Dev Blog #2

Oh boi...

It’s been a while since the last update and so much crazy stuff is going on in this world.
Nevertheless, I thought it’s time for an update.


A lot new stuff in the Background

As you can see from the image of this post, a lot has changed.

Let me count that up for you:

  • a nice Nightsky
  • with a Moon
  • with moving clouds
  • with some war effects and sounds in the BG
  • added some wind effects
  • also some enviromental sounds
  • and at the moment 5 freaking Layers of parallexing City and Foreground (and I thing some more to come)
  • also some more stuff behind the scenes

Gameplay wise nothing has changed.

I’m currently working to complete this scene.
But the next thing I do is definetally working on the first enemy.
I need to shot something and it should be fucking satisfying!

Train of Destiny – Dev Blog #1

Hey ho everyone!

Since I haven’t posted any news about Train of Destiny for the last year (2021), I thought it would be a neat idea, to start a Dev Blog and let you know that…

I'm still working on it!

So, why haven’t there been any updates you ask, right?

  1. I’m working on this in my free time, so currently no more than 10 hours a week.
  2. I don’t want to show WIP that doesn’t look like something you can expect in the finished game, quality wise.
  3. I had to figure out and test a lot of basic things, like the overall level layout. And…
  4. I’m currently working on the graphic assets, which takes a long time, especially since I want them to be mostly tile-based and reuseable.

So what's the current state of the game?

The main level (aka the Train Station) is comming together nicely.
Background, Foreground and some details are already in the engine and it’s playable.

I build this up as the basic level for every train station with tilemaps.
This means, that I have to create lots of sprites for every variation of train station you will encounter ingame. So a lot of work now, only a few clicks later on.

I think I’m around 60% done with that.

Roadmap for 2022

My current estimates are like this:

  • finish first version of main level (Train Station) in Q1 2022
  • start work on Station level (Inside Train Station) in Q2 2022
  • start work on Train level (Riding the Train) in Q4 2022
  • Beta maybe in 2023
  • no release date yet, “When it’s done” 😉

That’s all I got for the moment, I hope I can show some nice teasers next year and hopefully some updates soon in this blog.

Thanks for reading and merry X-mas!

Skunny in Dostalgia Speedrun Edition released – play it now!

After releasing the spoof game “Skunny in Dostalgia” in 2019, to torture Dosgamert with another Skunny game, I came back to it for speedruning.

So I updated the game.

Equipped with a Speedrun option and a build-in stopwatch, that automaticly takes your time up to the millisecond, everyone can now easily record their runs with a precise time without any hassle.

New Speedrun features

  • Build-in, automated and precise Stopwatch
  • Cheats and Options disabled
  • ESC brings you directly back to the main menu to start a new Run
  • No annoying music at the start of the game

Download the game

How to run

Just unzip the file and start “Skunny in DOStalgia.exe”.

About the game

The idea of “Skunny in DOStalgia” was born on the 15th of april 2019 when Dosgamert was streaming his “Obscure Platformers”-stream.

He complained about how bad the game “Skunny: Save our Pizzas!” was …

I immediately started to make a new game from scratch.

And since we are a DOS-Gaming-Community, I wanted to have as much (2D) DOS-Gaming related references in it as possible.

And after a month of hard work, while my tomcat was very ill, I managed to get it together and ready.

Short and uncomplete list of references in the game

  • Skunny games (obviously)
  • Biing! – the Intro
  • Apogee and ID games – all over the place
  • Wolfenstein 3D – Story music
  • Indiana Jones – from the fate of Atlantis – taunting you as you enter the level
  • Asterix movies – Part 2 of the level
  • Commander Keen – all over the place
  • Duke Nukem – Pause Menu , 5th floor, Duke1 and 2 stuff
  • Biomenace – Enemies, Secret Room, Snake (Apocalypse Now!)
  • Monkey Island – Guybrush in the Jail
  • Day of the Tentacle – Purple in the Jail
  • Jazz Jack Rabbit – Running away to the forrest
  • Commando C64 – Boss 2 music
  • Giana Sisters C64 – Part 3 music

ReVolt DOSgamert Event

What and Download?

We play with a custom made pack of RVGL, which you can download right here:

RVGL-Pack Direct Download

or on

RVGL-Pack Download

Unzip anywhere and then run RVGL.EXE


Friday, 28.08.2020


Join this IP:

How many tracks?

Currently there are more then 70 tracks in the pack.

Custom Cars?

You can make your own Skin for your car. Just modify these Skins and send it back to me on the Dosgamert Discord:

Standard Skin
Intrinia Skin

Custom Cars so far:

– Dosgamert
– Intrinia
– Jimmy
– Marty
– Maxi
– Mushy
– Arnkell
– Slipgate
– Smashdash
– Riva

Worms Armageddon Dosgamert Stream on 21.08.2020


Legal copy of Worm Armageddon on V. or V. 3.8
Retail, GOG, Steam…

Update your Game

On Steam you should have the newest 3.8 Version. So all is fine, nothing todo. 😉


Sadly the GOG Version is still on, but you can update it manually with the CD-Patch!

Download und run the 3.8 CD-Update, ignore all the warnings and just install it:
After that, go into your Worms Armageddon Install directory and replace your WA.EXE with this one: WA.EXE

And that’s it! The game should run fine now with 3.8.

I’ve done the work for you and changed the byte at hex offset 296712 to 02, which turns it to the GOG-Version. You can read more about it here:

Retail Versions:

Just download and install the 3.8 Update and you’re good to go:

Check latest Version here:

Customize your Team

Start the game.
Click on the lower right square (Options).

Click on factory icon to create a new Teem.

Enter your Teamname and the name of your Worms and customize Language and other settings.

When you’re done, go back to main menu.

Join our Server

Start the game and click on LAN or Internet Game in the lower left corner.

Type in your Nickname and then click on the Network Square  on the upper right.

You should be connected to WormsNet now.
Now doubleclick on the #AnythingGoes Channel.

From the next screen you can choose your Server to join.
We’ll host directly as Dosgamert on Friday 21.08.2020 afternoon.