Otome-chan,
Otome-chan avatar

I've been working on a zeldalike in python off/on for the past while now. Nowhere near done but I'm mostly doing it for fun/hobby. I'm no artist so solo gamedev is kinda hard (ended up drawing all the sprites myself which is why it looks like programmer art lol).

!deleted120991,

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  • Otome-chan,
    Otome-chan avatar

    thanks. I'm making good progress on it. I've got quite a few of the items done, basic map graphics are done. etc. I even have a minimap system that fills out as you explore it's pretty cool :) I struggle pretty hard with the art though haha.

    !deleted120991,

    deleted_by_author

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  • Otome-chan,
    Otome-chan avatar

    I code damn near everything in python so it was naturally my language of choice (looking back I should've just used unity lol). I'm using pygame for it which basically works similar to older game/graphics libraries. so everything is coded from the ground up.

    !deleted120991,

    deleted_by_author

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  • Otome-chan,
    Otome-chan avatar

    I don't think it's possible to run a pygame game on consoles though is the thing. so you'd end up having to recode the whole thing if you wanted to do that.

    Hexorg,

    I kinda am… but I’m also a researcher so I’m not particularly making a game but rather trying to make a new game mechanic. I want to make pawns have complex decision logic to be able to choose multiple ways of doing something. I’m working on creating a hierarchical task network in Rust. I’ve been testing it in godot using the gdnative interface. Don’t really have much to show though and no recent progress… Ben busy with a newborn

    janooba,

    Hey that's fair, I can only imagine how much time a newborn would soak up. Game AI is facisnating to me so I'd love to hear more about your work. It reminds me a bit of GOAP a little bit.

    Hexorg,

    Yes HTNs are a few computational levels higher than goap (HTNs can do everything that goap can). I think project fear AI used HTNs

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