Took some time to make new artwork for Liha. Fresh out of the oven! It's still warm.
6 DOF procgen shooting game sounds like your jam?
Check it out on #steam
store.steampowered.com/app/1332820/...
#gamedev #indiegames
@gamekombinat.com
You can hire this guy for your Unity games and all your PHP and database needs! Systems, gameplay code, editor tooling, backend stuff. Making Liha. Wishlist on steam! https://store.steampowered.com/app/1332820/Liha/ Solo Developer from Germany.
Took some time to make new artwork for Liha. Fresh out of the oven! It's still warm.
6 DOF procgen shooting game sounds like your jam?
Check it out on #steam
store.steampowered.com/app/1332820/...
#gamedev #indiegames
The PC sourceport of DXX-Rebirth running on a Retroid Pocket 6
Descent on the Retroid Pocket 6
But I'm not just nagging. I have a layout-stable solution.
In case you are interested. It's Kombinat Approved โ
gist.github.com/damagefilter...
That is production ready layouting with ui toolkit. Unitar Approved โ
I have an answer to that. But I couldn't find any relevant resource. Best I could dig up was a master thesis about using neural networks to decide on properties.
Which is a cool way to do it. And technically impressive.
But if you're looking for something more deliberate not the right choice.
Many people talking about how to visually assemble random weapons (or other things).
A lot rarer are they talking about algos to generate useful sets of properties for that.
Like - sure use attachment points to assemble weapon parts.
But how do you define what that weapon even is or does?
Working on a new weapon system for Liha (still). And it kinda was part of the plan. But now enemies have a greater variety of weapons as well.
Idk. I guess I forgot about that part during that quite extensive open-heart surgery. And now I can feel it and it's pretty awesome
There's just something magically mystical about red, green, blue and yellow books. I can't help it
Awh. Flash 8 was peak Flash imho
I just hate it so much that every "modern" app wants to start with the PC.
It's the motion blur option of desktop applications man.
And it's on by default. Stop that shit
Dropping by real quick to leave a sign of life.
Still here. Still VERY MUCH working on Liha.
I'm cooking up some tasty bits.
Don't you go anywhere! Not too long now. (Not a release. But it's still gonna be good)
Sure hope refactoring the weapons system will be quicker than the world gen.
I need to make some headway with this game already
Since october ... yeah I've got distracted by other things. And it's gonna stay that way for a while yet. What with earning some actual money and all that to be able to eat and dump filthy amounts into my motorised vehicle.
But making progress!
I think ima call the new world gen and mission generator good enough at this point.
Time to tackle a remodeling of the weapons system and then ponder about dropping realtime-csg into the project... because CSG is the ONLY way to build levels.
There is no fighting me on this one.
#gamedev
To also say something positive. I do enjoy quite a lot that I can write UI in code.
No visual editors required and all.
I get that many people like visual editors.
But I prefer working in text form and it's really enjoyable that I can.
The Data Binding stuff is excellent as well
Okay. I found a solution. And it's fine. But it's kinda funky. Feels a bit sneaky to do it.
But hey. I guess that's also kind of what the CSS heritage brings to the mix lol
Nice project you had going there btw. It looked tasty!
I figured out a solution to my issue
Names of panel settings assets act as IDs I can use to address and override dropdown element classes.
Sure, I can agree with that.
But does it have to be that weird?
Can I not just define a set of specific classes where I create the popup field? Damn ...
It's not as bad as I make it sound. But it's always the little things, you know?
Now I can attach a stylesheet to about anything but not to the menu of a popup field.
I mean... come on now.
And its's just so disappointing. It's basically good. But then you get things like this.
You know what? I take that back.
It's fucking half-baked like the damn rest.
Everytime with the disappointments, man.
Took some time today to check out unitys UI Toolkit API.
Gotta say. Very tasty stuff.
Very tasty indeed.
Oh my. I didn't think this was going to be a horror game ๐ซ
Sure enough. It totally does look weird xD
The first model also kinda looked funky.
But if it further improves my ability to play shooty mc pew pew games on my couch, I'll take it :D
Steam Machines and Frames are nice and all. But I'm so looking forward to that new Steam Controller.
I loved the first model. The new one looks like it'd be perfect for my sasquatch mittens.
I definitely will find out once I can get a hold of one of these
I have two of them and I love em. Playing Thief on these was so incredibly comfy. Good times
In fact.
I could probably use that to speed up module/module overlap tests (that operate on the SDFs). But it's already pretty fast so ... eh.
It appeats that this diversion path technique wasn't going to suffice. It would sometimes use transit elements where the exit connections would point to existing geometry.
So I now rasterize the modules SDFs into a coarse world space grid to allow cheap look-aheads when placing modules.
#gamedev
I did add a little diversion path in case the graph cannot be resolved spatially. Ie. there ain't no room to put a module.
This uses small transit elements to move the execution to a spot where there is space.
And it is wild (but plausible) ๐
#gamedev
The level isn't functional yet.
But the graph generates pretty things now. And it's very controllable.
Incidentally, this also fixes the issue of level segments being open so players could get out into the void.
#gamedev
I wasn't happy with the junk I produced on my own, after all, and seeked help on the interwebs.
Which means I watched youtube videos, hoping to find somebody that knows more about that topic than I do.
Found @theshaggydev.bsky.social s videos.
Highly recommended! Thanks for making them!