Theme: sourdough
π
Last year I implemented a very flexible hierarchical state machine. It was too flexible and dynamic, and that made it difficult to maintain and extend.
This year I'm remaking it, and I'm very excited to implement what I've learned.
Agree
I've been busy working on my homelab lately, so fun π₯³
SAME!
My test levels does not look good at all, but that's ok
#gamedev #indiedev
So cool!
Just what I needed!
Amazing game, enjoy it!
You'll probably solve the stuttering when you get some rest ππ
Haha nice, i like that
Nice, and let me guess: max 9 hp?
Allowed to touch water once it seems?
Eyy! That's so funny, thanks!
If it's too noticeable I'll dial down the transparency, but overall it's needed imo. So hopefully they'll be better off not noticing :-)
Im working! #gamedev #indiedev
That's sick!
DOGWALK, Blender Studioβs open project made with @blender.org and @godotengine.org, has been released! Play the game for free on Steam and Itch.io and access production assets, documentation and the source of the game by signing up on studio.blender.org #b3d.
You could probably import the heightmap, if you want more work that is π
What tool are you using for the terrain? Looks good as usual
Yeah, you're probably right, I'm just really good on over complicating things
Very nice π I guess the future proofing is for me (the dev) to be able to re-use the system in later projects, and not have to do it all again.
Personally I like games that don't have game breaking updates that destroy game saves.
I'm working on game saves, while it's easy to design a simple system, it might not be very future proof. I'm currently working on separating storage, serialization and data validation.
I'm curious; how do you handle game save data? And do you protect it from being modified?
Fun to see
Sometimes I feel like gamedev is just chipping away small chunks of a mountain to somehow make it look like a vase
That animator is me! Thanks π
Oh very nice, like paddle boat. I'll se what I can do
I'm using Godot π