Developer Blogs
This is part two of this project! For part 1, see here
This week I will be taking my previous dive into Godot and multiplayer and bringing it up to a higher level! I think what I would like to do is to make some sort of platform racer. However, I would also like to see if I could set up the net code…
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Get ready to fire a f*rt straight from the depths of your bowels! 😂
💥 In A Story About Farting
🟢 F*rt and burp like a mad man
🟢 Collect achievements to show off to your friends
🟢 meet new characters
🟢 click, laugh and …
This week I am beginning my role analysis and next week I plan to complete it! For this project, I am going to be using Godot for the first time as I heard that it allows for a fairly simple implementation of net code. I will note, more time than expected was spent this week downloading Godot as th…
With The Krilling set for release, this week was more time to work on some side projects. This week I started a small and short project that is mostly just an experiment of how multiplayer networking works in Godot.
At the start, I had one scene and just placed a host and join button for the player …
The world can be linear or open. The environment can be hand-crafted or procedural. But more important is the requirements of the story structure. Is the story scripted or systemic? Most games use a mix of all of the above. But the needs of the story will usually result in limits of the available v…
This article was originally published on GameDevDigest.com
Here is another week of tips, including some on keeping your scope achievable. Enjoy!
Nathan Tolbert pushes the limitations of new games on old consoles - Nathan Tolbert is a lead research software engineer at the National Center for Supercom…
I have extended my steam similarity app to show tags popularity compared to their popularity among all studied games.
I also added communities detection between games. I used previous estimated similarities to create weighted graph of similarities and than I ran few communities detection algorithms …
Get ready for an extraordinary gaming experience that will make you laugh to tears and leave you smiling for hours! 🎮💨
Welcome to the world of A Story About Farting - a game that will transform your app…
First of all, would like to start by saying a big thank you to the dozen or so people who joined this project on the many platforms it was shown; you weren’t forgotten, so much so that this entry is mostly dedicated to those involved. Although, might be useful for other devs as well.
It was mostly k…
Our steam page is finally up! If you are interested please go wishlist it here. Not much was done on my part this week so once again I will be talking about the side project of mine. For context feel free to read my previous posts about it. You can find my last one here.
So today I will be talking m…
This week was a little light for me as other classes’ final projects have begun, but I have set the groundwork for what I hope will become a fairly robust project in the next few weeks!
This week, I created a custom dice roller for a game of 1st edition pathfinder game I am playing. So far it isn’t …
Welcome back. Last time, we looked at the runtime-extensibility of the Acclimate Engine (https://www.gamedev.net/blogs/entry/2277862-general-structure-and-design-of-the-acclimate-engine-part-2/. Now we are going to see, how this all applies to scene-managment.
The basicsIn general, scene-managment …
In this blog post I will describe how my planet terrain erosion simulator handles rock layers and deformation of layers. Here is a picture of the current results:
You can clearly see the multiple layers and their deformation. Each type of layer has its own erosion intensity, which influences how the…
The concept of health points comes from old tabletop games such as Dungeons and Dragons. It's a simple abstraction of the real world complexities. With computers keeping track of the game, it should be possible to do something much more interesting.
Health bar as user interfaceFor a typical action g…
Update 5 How to write C++ variables for Unreal blueprint; UPROPERTY Basics
What's wrong with just putting EditAnywhere on everything? Here I explain the different mark up keywords for configuring UProperty variables for the editor.
The reason you don't want to use EditAnywhere on everything, i…
This article was originally published on GameDevDigest.com
A look at the artistic side of things. Enjoy!
Level up: exploring the artistic side of video game design - Existing in parallel to a world of hyperrealistic CGI is a growing segment of gaming using illustration and painterly art to make mesme…
We had 3 meetings to talk about the details of the concept and design the mechanism.
Then build the first demo of the game.
- Functions: jump, movement, hook.
- Animations: run and stand.
- Music: Background music of the first level.
- Level: Introduction level.
Next step:
- Add background pictures
- Add animations(ju…
As promised, the Quiz Quest demo is now fully updated with all of the shiny new features I mentioned in the previous post. Be warned, some reconnection issues may still occur. They are our top priority for the next batch of tech improvements. In the meantime, give the demo a play with your friends …
Welcome to Adventure alpha zero 2021.
I have been thinking about this for 30 years. Especially the last two years. I have tried to find the complete and perfect way to write about this and it has held me back. I have to start writing for myself and accept that a lot of it will be incomplete and of l…
I am currently reworking all dungeons for better visuals. I hope to develop most of them into multi-stage encounters.
To support this development, I need some changes in the game server.
The first raid I reworked is the Sludge Madness. I am adding a second stage to it. After the rework, I plan to hav…
This week was not a big week for progress as we begin to wind down to finish up content on Conquering Ciros. The last of the content I had to work on was finally finishing the Crystal Superchargement code. Previously, the code for Supercharging had already been written but its implement…
With our Steam page getting ready to be released this is our last week of development. This week was mostly lots of bug fixes.
The one major thing I did was create the end cinematic. Our producer wanted the player to unlock an achievement when completing all of the scenarios, and then transform into…
Hi everyone!
I've been thinking on start a project. It basically will consist of a video game with dungeon crawler genre mixed with rogue-like/rogue-lite. Why? Just because. It will be FPS and grid-based. I'm thinking on if it'll be turn-based or tick-based, I'm not sure about this yet.
I'm a few-wor…
This article was originally published on GameDevDigest.com
Some game dev tips before we head into the eclipse. Enjoy!
2D Water Shader Breakdown - I wanted to try out some 2D reflections and ended up with this water shader. Sampling the noise textures with pixelated UVs really helped to make it fit wi…
Playground: https://plnkr.co/edit/BGNYcIJRiJXpd9N4?preview
GitHub: https://github.com/8Observer8/how-to-set-up-box2dwasm-with-importmap-rollup-js
glMatrix is just a bonus:
index.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewpor…
The tool for comparing 2D performance with hundreds of sprites has been updated to include the preview release of SDL 3.1.1 with the Vulkan renderer.
It compares SDL 1.2, SDL 2, SDL 3, HGE and SFML renderers.
The new addition of the Vulkan renderer helps old GPUs (Ryzen 5 2400G APU) to show a ver…