scribels

games that make the bees buzz

game dev, ui/ux designer,
hopecore villain
A blocky Roblox character in a bucket hat holds a torch, looking out over grassy islands, pine trees and blue water in Little Islands 2.

little islands

a cozy building game where you build anything you want on little islands.

▶ play little islands 2 on roblox

  • li2: snapshot 3

    after a long wait (and even longer wait for veteran islanders) snapshot 3 is out now, and with it – wiring. there’s a lot more i have to say, but for now rest assured it is now in scope for little islands 2’s release. it’s not perfect yet, but it will be! i hope you enjoy

    this is still an experimental build, so be aware that things will likely break, explode, and bug out. please report any feedback to #li2-feedback on discord – i will be watching closely for fixes, thank you!

    new features

    • added the wiring tool
      • connect a block’s output to another block’s input
      • wires are only visible while the tool is equipped
      • powered wires display power from source to target
      • manipulate constraints and lights using setter blocks
    • added five logic gates (any number of inputs)
      • AND
      • OR
      • NOT
      • XOR
      • DELAY (0.05 – 60 seconds)
    • added four interactable components
      • lever (right or left click to flip)
      • button (clicky click, adjustable pulse length)
      • pressure plate (adjustable radius, triggered by players or… anything!)
      • lamp (adjustable on/off – color, range, and brightness. serves as a ready-made light)
    • added the setter block
      • wire to groups of constraints or lights to set properties when triggered
      • use two setters to switch something on and off!
      • more features to come, limited for testing
    • wires and setter bindings save & load with your build
    • copying blocks keeps the wires between them
    • interactable components (levers, buttons) now show an outline when you hover in range
    • powered blocks emit energy particles
    • components can now be unanchored and welded to other blocks
      • they move as one piece, so you can bolt them onto vehicles
      • levers and buttons still animate while unanchored

    building

    • added keybind hint bars to show what you can press with the tool you’re holding
    • added material eyedropper to material tool
    • reworked tool keybinds under the hood
    • toolbox
      • tool icons are now tinted by tool color, lighting up on hover (QoL)
      • your hotbar layout now saves between sessions (finally)
    • stamper
      • reworked grid snapping – blocks now snap to the grid of the surface you’re placing on, including rotated parts
      • small blocks now land in the center of a grid cell instead of the corner
      • various bug fixes
    • dragging a welded part no longer makes attached unanchored parts fall until you let go
    • fixed bug where dragging a part always grabbed it by its bottom face
    • fixed being able to resize a component that’s inside a selected group

    saves

    • you can now rename save files (click the file name to edit)
    • saving now shows a saving bar like loading
    • saves menu now dims and blurs the background (QoL)

    items

    • added test pumpkins (“harvestable”) :hehe:
    • fixed bug where picking up an item twice quickly could count it twice

    misc

    • collisions of walls and ground are now accurately detected while diving underwater instead of clipping through them
    • fixed item icons not showing in the hotbar/backpack
    • fixed item icons rendering dark in the hotbar/backpack
  • autumn leaves bring autumn’s sneeze
    and heavy labored breath
    autumn breeze the season’s tease
    will coax me back to bed

    birds they heed, shiver! they flee
    the sight – i’m filled with dread
    autumn please, when will you leave?
    perhaps i’ll go instead!

    through the trail my muddy boots
    give wake to fearful creatures
    but on that trail i find myself
    gaze up at autumn’s features
    orange and gold the hues of old
    a cozy chilly morning
    oh, this view i now behold
    it’s nature’s summer mourning

    now clear to see, despite my heaves
    the price i pay for fall
    autumn leaves i misconceived
    a sneeze was worth it all

    From a collection of found poems by the Red Wizard

  • li2: snapshot 2

    little islands 2 snapshot 2 is out now, including the long awaited gapfill tool, vehicle seats, all constraints from little islands reborn, and more. snapshot 2 serves as the base for mechanical and unanchored parts. so please experiment, test, save/load, and build to your heart’s content and make sure everything feels right and is working as expected!

    this is still an experimental build, so be aware that things will likely break, explode, and bug out. please report any feedback to #li2-feedback on discord – i will be reviving activity there and watching closely for fixes, thank you!

    building

    • added three new tools & two legacy tools:
      • gapfill
      • mirror
      • anchor (standalone, material also has anchoring capabilities)
      • config tool (legacy port)
      • surface tool (legacy port)
    • toolbox
      • added support for additional tool groups
      • fixed bug where you couldn’t swap hotbar positions of advanced tools
      • added support for removing tools from hotbar by dragging them back into toolbox
    • new color picker v1
      • opens with paint tool’s “edit” button
      • first iteration, better ux to come
    • added building limits
      • light/particle/sign limits
      • unanchored limits (3,000 for testing)
      • press F3 to view limit tracking
    • can now identify build ownership with mouse hover
    • various fixes to welding tool
    • fixed bug where you could not use ‘0’ key for the 10th tool slot

    mechanics

    • added seats and vehicle seats
    • added support for 10 new constraints, now available in blocks menu under utilities
    • added three motors from LIR

    roleplay

    • seats are now proximity prompt driven instead of by touch

    misc

    • added jukebox music to its own music category and linked to music volume slider in settings

    patches

    v0.2.5-snapshot2
    • new components block type, cannot be resized or separated – behaves as one block/part
      • have configurable properties using the config tool
    • added microphone block
      • found under utilities –> wiring in blocks menu
      • broadcasts chat messages to nearby players
      • first component block ever!! needs testing to make sure they cannot be broken and save properly!!
      • configurable pickup and broadcast radius
    • added microphone blasts toggle to settings menu (hides broadcasts for yourself so you can’t get annoyed)
    • fixed bug where cancollide parts would not save
    • fixed bug where music slider setting would not save
    • fixed bug where gapfill parts would leak outside your workspace and stay permanently in-game (lol)
  • lately the islands have been calling me, and in many ways i’m happy to know they still remember my name! you know, given i’ve been away for some time. though to be fair, i’ve never really been far at all if you consider where the seed vault lies. and while it’s been refreshing to step underground for a while, i am eager to return to the surface.

    in the real world, i’ve been on an island of my own, actually. a thousand miles away from family, friends, faces and places i miss oh so much. though i’m happy to report that much of my whereabouts recently have been touring these comforts in a much needed visit back home. i keep family matters close to my chest, but what i can share is the unexpected enjoyment of the 20 hours there and back.
    i love any moment where i can simply exist alone with my thoughts. so much of that time feels robbed from us these days. there is always someone…. something… or some place demanding our attention. and at last when we’re free, we spend the break enslaving our minds to the braindead consumption of our devices. brainrot is real, and it feels healing to treat my mind to some much needed gardening.
    now, with two 20-hour drives, and added time for pee breaks, truck stop snacks, and sketchy back seat slumbers – i had plenty of time for gardening. we’re talking like 50 hours here, and my brain did not disappoint! well, during the drive back my brain started to shut down, actually. driving UP, however, i was so happily lost in thought with both little islands and seedy vault… and i loved every second of it. so next time you think me lazy, uninterested, or unmotivated to work on the game you care for, just know nine times out of ten i’m probably sitting somewhere, bag of goldfish in hand, staring at a wall, daydreaming about the same game you are. believe me when i tell you these games are my art. and not the art i’m forced to make, but the art i want to make – bugs and all!

    what’s more worthy to report, and a bit more relevant to the sabotaged progress of my projects, would be the loss of my job as ui designer for jazwares in august. it was a good run, islanders… but ultimately i am grateful for all i was able to learn from this experience and the connections i made.
    there’s a lot more i wish i could say about this, but essentially it was out of our hands as the entire studio closed. i think it’s safe to say most of us were half-expecting this to happen after layoffs hit our team hard in the spring. but nothing quite prepares you for the present like the present.

    in the mean time, i’ve spent this time largely… well, crisis managing! (with a detour for family of course.) but in more recent good news, thanks to a former colleague i’ve been able to find some part-time contract work with a very cool roblox community as i prepare for the strenuous trip to RDC ’25 this weekend. so far, things are going great! but it’s only part-time, so the hope this weekend is to find something more permanent that could provide safe haven to work on my art again without worry.
    besides this, my circumstances have been ever so the more humbling lately. i would spare you the details, but i just find them so amusing. one of them is my apartment towing my registered car from our garage without telling me, experiencing a flat tire immediately following the release of my car from the sketchy car asylum, and a cigarette fumed truck ride with michael, the arabic speaking tow driver (who was strangely hitting on me…). google translate apps made for a fun ride!

    but aside from my circumstances, i have been deeply frustrated with roblox’s lack of moderation, the current state of the platform, and the outspoken inflammatory side of its community. i’ll save you my explicit thoughts on everything in this ongoing situation, but it’s taken its toll mentally.
    it is hard to find the drive to work on a game that resembles so many of the games that are currently being understood as enabling for predators and bad actors to subdue victims or expose young users to illicit content. i suppose this is the darker side of user-generated content that i do not see being 100% preventable. i think about the users and builds we’ve had to moderate ourselves already, and then i imagine them brought to a larger scale and making its way to the reactionary public. it is demotivating, to say the least, because i so badly want a building game like ours to commercially succeed. but perhaps it was always a blessing our little islands have stayed a small tight-knit community.
    because of all this, i’ve taken some time to re-think some design decisions for the game. originally, the plan was to open up character customization to the catalog, becoming more akin to places like catalog avatar creator; empowering players to manifest the characters they want, while also opening doors for monetary revenue through the commissions on in-game catalog sales. however, i think it’s obvious now the problematic nature of this mechanic and as such i cannot in good faith continue to work on it until roblox improves their moderation. i do not want the game to hold even the capacity to support such behavior, even more so than it already has as a free form building game.
    so instead, i think it would be wiser we stick to the customization strategy we have always adhered to, with pre-made catalogs of avatar items with controlled roleplay genres that do not empower opportunities for explicit content or dangerous behavior. the amount of content to work with may be limiting, but i do believe this the safer approach to character customization.

    so, after all that’s been said. i currently find myself at a roadblock of sorts (haha, roadblocks), and i’m not quite sure yet how best to proceed. my mind fluctuates by the hour between working on little islands 2 or working on seedy vault. sometimes it feels smarter to work on the vault, as its goal was to provide for little islands 2 financially. but seeing the game lose its spark so quickly has been demotivating, and i was expecting it to take off more than it did. i still believe in it, and i do think there are a few more mechanics that would change the game and keep people playing, but i’m worried i’ll be wrong again. i suppose that’s the fun of it: finding out.
    other parts of me wish i wasn’t so ambitious, that i could just make something and have it released to the world without any fear of things not being quite the way i want them in my head. so, my personal goal is to do more of that. especially with the sequel update, i think scaling back and just getting something functionally playable out would be a better start to new beginning for little islands, even if it’s not what people expected.

    the length of this blog post was more than intended, but it feels good to get all my thoughts on paper. it’s helped me quite a lot, actually, and i think i know what directions to proceed in. right now, it’s feeling like the islands will get what they’ve been wanting. but first… i think the banana trade is about to arrive at the vault.

  • nana banana
    oh what fun
    nana banana
    out in the sun
    nana banana
    when ripe as plum
    nana banana
    bread you become

    From the Oceanrest Library Collection