Also, the collision system _does_ work, I just need to work on impact animations/particles.
Also, the collision system _does_ work, I just need to work on impact animations/particles.
So I got my bulletml engine running ~4k projectiles with active tasks (e.g., changeDirection, changeSpeed, and accel). 4k is roughly the upper bound, though, because once you hit 4.5k it churns pretty badly (due to physics). Also, 100% GDScript.
#gamedev #solodev #indiedev #bullethell #godot
Also the server based projectile generator can spawn something like 50k projectiles and maintain 60fps, which is way to many projectiles if I'm being completely honest.
So I got the bulletml markup format working in #godot. It's mostly feature complete, but I have a few edge cases I'm still debugging. I plan to release the importer, at least as a plugin, at some point, with the physics server-based projectile manager bundled.
#gamedev #solodeve #bullethell
Haven't posted updates in a while, but it's surprising how many projectiles you can slap into #godot with some special behavior. Last run is 2k!
#indiedev #gamedev
Also, if anyone is curious about the jump prediction algorithm, it's super simple. I use the kinematics equations to piecewise calculate segments of a mid-fidelity parabola, once per frame. Each segment is a ray cast (5 per jump prediction) that exits early if a forbidden object is detected.
While the animations may need some tlc, the monopod is now fully test-ready and has a better jump algorithm. It sometimes misjudges and falls in spikes, but I think it's hilarious, so it stays in.
#solodev #gamedve #godot #metroidvania
Integration testing with gdunit4, as I have a large number of states used by multiple actors.
#gamedev #solodev #godot
I probably will eventually, it's all a bit hacky for my use cases. I was thinking about developing some Godot coursework for my day job, so I'll probably open source my tooling then. But if there's anything you're interested in lmk and I can post a gist or two in the meantime.
Why do this instead of an animation tree? I find the animation tree to be a bit restrictive for my use case in Godot.
Just for an example I tried to map this behavior in an animation tree and it was non-trivial. This gives me more control and it takes a minute to remap animations.
So if you follow me, you'll know that I have a terrible habit of working on tools instead of gameplay. But here's a cool visual.
Basically, I was tired of programming animation sequences by hand/consts, so I wrote something that extends my animation selector for cycles.
#gamedev #indiedev #solodev
I'm a bit extra with the configuration settings too.
I added a new attack animation for the fang worm enemy to help deal with some of the weirdness of how the chase looked.
I added a tunable wind-up, too, to help make the attack readable/fair.
#gamedev #metroidvania #indiedev #solodev
It's not perfect and right now it relies on property scanning to determine if the transition happens, so if you have a base class that defines transitions as properties and you override it, it can be a bit inaccurate.
#indiedev #gamedev #solodev #toolsdev
Visualization is a pain. Here's my attempt to make things a little better for visualizing my state machines:
#indiedev #gamedev #solodev #toolsdev
The latest tool development diversion is visualizing my state machine transitions and making the transitions as close to fully data-driven as possible. The end goal is to make states more drag-and-drop.
#gamedev #tooldev #indiedev #solodev
A staggering waste of time, the image depicts a behavior tree designed by the author that, while visual, is worse than just programming the behaviors by hand.
That feeling when you spend two weeks implementing a fully featured behavior tree plugin for your game and decide it's not really worth using because it's messier than the code.
#gamedev #indiedev #whoops
Why I'm working on art? I needed to get a better feel for the environments the game is taking place in so I can better design enemies to inhabit those spaces. Honestly not necessarily how it _should_ be done, but I'm playing around with experimental, iterative design.
Less exciting update, but I've been working on iterating on visuals for the different areas in my game. I generally draw them per tile in Aseprite and then pull it into LDtk to see how it looks on an experimental map.
#gamedev #indiegamedev #solodev #godot.
I have a set of additional sprites that have a shader that remaps the color based on a uniform and then applies a dithering effect to it that's animated with a tween. I think I'll make a video about it eventually.
Thanks! I've been spending unholy amounts of time tweaking animations, shilloutes and timings, because the kind of platforming I'm trying for is 100% polish based.
I'm playing with some visual effects right now, and I may have made the accidental raddest-looking effect I've ever made. It exists because even though I take some liberties with the GameBoy aesthetic, I have some hard and fast rules that I stick to.
#indiegamedev #godot #gamedev
As somebody who recently finished a terminal degree in HCI the job prospects in the US are absolutely _dire_. Also the no-no word list makes grant writing functionally impossible if you need human subjects in your research.
Here's my little chase dude I call the Fang Worm (very original, I know). I'll probably add a turning animation in the future, but that requires an adjustment to my pipeline, and I don't know how much of a value it will add.
#gamedev #indiedev
Work continues on the EyeDrop. It's not particularly bright, but that's mostly by design. I decided to make it chase the player without actual pathfinding and rely on a search mechanic to adjust to the surroundings.
#gamedev #indiedev
I've been working on the EyeDrop pretty seriously lately. It's a bit of a strange enemy, but I'm trying to make it very expressive. Here's the animation test for the attacks in the primary eight directions; I think I've got the arcs looking good/the feel down.
#gamedev #indiedev
New animations for the eye drop monster, but it still needs an attack animation.
#gamedev #indiedev
Here's a video showing the current state of the game, including some new mechanics and the new sound manager I've been working on. I'd post a link to a demo, but that demo I have is actually appreciably worse than this version and it's only 2 weeks old.
#gamedev #indiedev #godot
To get ahead of why not use Trackerboy, Furnace, or just the .sav file: I'm building the game in Godot, and WAVs are natively supported. Likewise, I don't like the sound of Trackerboy or Furnace for SFX; there's something a little more crunchy about Hammer-FX that I dig.