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I already made tools to help me create maps and post process effects. I also have WIPs of the networking system and of the characters, vehicules and weapons. I still need to create models for them.

Yesterday I worked on the main menu and on the loading/saving of the user profile. You'll be able to choose your player model and your colors. As well as the placement of your HUD layout. (though it will be a single bar as in wolfenstein, doom and NES games)

I am working on a multiplayer FPS game with multiple features and game modes. The maps will be composed of planetoids like in Super Mario Galaxy. You'll have access to vehicules. And weapons will be both medieval and sci-fi.
In game modes, we will have Deathmatches, CTF, Conquest (think battlefield/battlefront), Infection (think halo) and RTS (think Tremulous/Natural Selection).
AND NO BATTLE ROYALE...

I think I'll start to make a devlog of a project I am working on. That will allow me to keep a trace of what I have done.

I thought that once I was done with university and school stuff, my anxiety would decrease. But know I realize that it is growing exponentially... 😞

I am working on a tool for my game that will automatically apply the correct UV to a mesh mimicking 3D tiles...

This will allow me to have an old-school visual aspect while saving time designing my levels.

Godot 3.1 is RELEASED!

More than a year of work on new features and a ton of usability improvements, as well as several thousand bugs fixed. Enjoy!

A big Thank You to all contributors for making a project such as possible!

godotengine.org/article/godot-

Gamedev help needed; boosts appreciated 

I've had this idea of making an rts, had this idea for years already and I've attempted my hand at it two or three times, but one very important mechanic stumps me each time and I really can't find muxh resources if any for it: flock movement, or in other words, the movement of multiple units together to the same place cleverly. I'm willing to learn and make compromisses but I really need help. I'm using unity.
Holy shit this is amazing

Someone took some bitcoin explaining videos and shoved them in a neural network, and made a bitcoin explaining video

https://www.youtube.com/watch?v=tBRWJzAjkjk

SCRIPT-8, by Gabriel Florit, is a fantasy console. Make pixel-art games with a browser editor. Featuring 128x128px resolution!
script-8.github.io/

Ok today I worked on the entities of my game. You be able to play in FPV with humans, mechas, spiders (they will be able to climb up walls and ceiling) and why not cars, tanks and planes. All working with variable gravity like in Super Mario Galaxy....
Maybe this is too much... πŸ€”

I am working on a project that will use my palette shader. Right now I just have a system to manage gravity like Super Mario Galaxy. You'll be able to jump from planets to planets.

Despite being the world's first one-dimensional game, there are many sides to this abstract dungeon crawler on an LED strip

LINE WOBBLER by @Robin_B@twitter.com #magfest2019

Now I can have really interesting effect. With only two python scripts and three godot shaders.
I can even have transparent objects (that I could use for cheap volumetric lighting) but I have to disable the outline effect in that case...

The guy who made Obra dinn had an issue with flickering dither. I had a same issue with my pattern. But in my case, I think I won't be able to implement his solution. Well it doesn't really matter since I am making a fast paced game...

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