After releasing a barebones demo of Bout O' Wizards for DemoDay12 I kept fiddling around and still made some progress, but ultimately I realised I couldn't make it fun to play. So the project is buried and a new one started. Fiddled around for a week or two to get some basic knowledge for grid-based strategy going.
Now I am working on a new project, Conscription. On its page you can read the dev-diary up to the 19th. Here's to the death and rise of the dev in me. Let's hope he'll last.
Hamfisted Gamedev
2017-02-20
2017-01-08
2017-01-03
Bout O' Wizards: Progress Post
Made some progress.
You can check out the archive here.
You can check out the archive here.
- Menus are working
- Spell creation is now easier due to standardising the code
- Instead of one static background image, the arena is made up from objects, like banners, windows, platforms. This should allow for some new sort of effects and eventual customisation
- Animations for wizards and spells have been standardised
- Scaling the viewport now works as intended. Beforehand there was a problem with particles and movement operating on a scale smaller than that of the sprites used
- Tested the built-in particle system and found it to be adequate for my uses
- Integrated configuration files
2016-12-22
2016-12-05
Releasing GOAP approach and first GDScript based datastructure
The last few weeks I have been working on a prototype system based on GOAP (Goal-Oriented-Action-Planning), which is a system for game AI allowing agents to formulate a list of actions from an action pool given to them to fulfill a set of goals. Creating it was mostly fun, albeit sometimes frustrating, but in the end I am proud of what I have accomplished. Instead of doing the sensible thing and start working on a game utilizing this system, I have started working on other things. Just letting bitrot get to the code would be a shame, so I decided to build an example project and release the code.
You can find it here.
The GOAP code uses a priority queue datastructure, which I have decided to release again separately. You can find it here.
You can find it here.
The GOAP code uses a priority queue datastructure, which I have decided to release again separately. You can find it here.
2016-12-03
Hello, World.
The purpose of this blog is to post about my hobby, video game development. I will mainly try to use this as a means of amassing progress to motivate myself to keep going, seeing how far I've come and maybe to be a lesson for others. Only time can tell.
Please note that this is supposed to be strictly about gamedev. My personal life should never be the focus of any post.
I do not plan on following anyone else through this; follow-for-follow suggestions will be ignored.
I do not guarantee any regularity nor quality of posts.
I am open for questions through comments, however I can not guarantee a timely response, if any. I will try to answer to the best of my knowledge and abilities though.
Overall I am glad you are here and I hope what you find here will help you in your endeavours.
Please note that this is supposed to be strictly about gamedev. My personal life should never be the focus of any post.
I do not plan on following anyone else through this; follow-for-follow suggestions will be ignored.
I do not guarantee any regularity nor quality of posts.
I am open for questions through comments, however I can not guarantee a timely response, if any. I will try to answer to the best of my knowledge and abilities though.
Overall I am glad you are here and I hope what you find here will help you in your endeavours.
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