@britown@mastodon.gamedev.place
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britown

@britown@mastodon.gamedev.place

✨ C/C++ developer✨ she/her ✨ creator of unfinished video games ✨

Current endeavor is a dungeon crawling roguelike with into-the-breach-inspired combat set in a hand-crafted world. It's called Chronicles IV: Ebonheim and you can read all about it on cohost! https://cohost.org/britown/post/65119-project-introduction

#gamedev #indiedev #solodev

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britown, to gamedev
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This project is turning two this month. More charitably maybe only 11 months of that have been spent actively developing and even then that is less than 20 hours a week.

Nonetheless it's hard to not beat myself up about what I have to show for two year's work. Especially when considering the mountain remaining.

I kind of felt like I was going fast and it'd be done soon but here we are two years later. So it goes for solo hobby dev it seems.

psychicparrot42, to gamedev
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Random game thought: I’ve been thinking about a game controller with three joysticks, but I can’t come up with a good enough reason to have the extra one. Two joysticks seems to cover everything, right? Have we reached peak game controller? What could we map to a third stick? The closest to a good reason I could think of would be radial menus, but you can easily do those with a modifier and one of the other sticks right? #gamedev

britown,
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britown, to random
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Time to innovate and really think outside the box for some new UI design for my game

britown, to gamedev
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Wisdom: Create all asset editors by hand from scratch. Learn how to write music and then create composition software for writing it. Use your own asset file format backed by your own code generated reflection. Use only single file header dependencies. Rasterize in software. Draw every pixel one at a time. Make your own Aseprite. Emulate 1980's graphics cards. Write your own Steam. Grow your own transistors. Raise a family of players. Become as a rock o'er the island mountains.

britown, to gamedev
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The way the enemy behavior works evaluates value and cost from resulting game state so enemies automatically attempt to utilize fire and ice hazards effectively without any additional code.

Combat is going to get very wacky. Using yourself as a curling stone will be an effective strategy 😅

video/mp4
video/mp4

grumpygamer, (edited ) to random
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I don't get World of Warcraft Cataclysm Classic. Cataclysm is where WoW started to go off the rails. What I really really want is a new WoW Classic expansion, not a rehash of everything that made us want Classic in the first place. After Lich King would have been the perfect place.

britown,
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@grumpygamer always seemed to me that they needed dedicated servers for each expansion that would run the patches like seasons but also despite always thinking about it I have never gone and played classic 😅

britown, to random
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Game design evening going over notes and writing a lot. Realized that you probably want to be able to douse fires and torches with water for stealth reasons and that I'm just making Thief now

britown, to random
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Watching 65 the Adam Driver scifi dinosaur movie from last year and holy god how did this get made

britown, to gamedev
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Light sources are now independent of player vision and the torches flicker.

There's still some wackiness of being able to see walls as lit when lit from the other side, but the progress feels great here considering how little time I've had to devote since the weekend.

#gamedev #indiedev #roguelike

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britown, to random
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So happy with how the dithered lighting looks. Who even needs an alpha channel??

britown, to gamedev
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My late (second) entry to I got my shadowcasting working!

Looking forward to combining both a lighting model with a vision model along with fog of war 😊

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britown, to gamedev
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Some great impostor syndrome going on today trying to wrap my head around recursive shadowcasting, but finally getting somewhere

video/mp4

britown, to gamedev
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A lot of features with the editor this week but the main triumph is now all of the map layers are compiled when the game starts and a player character is spawned at a specified origin point.

All locations game-wide are in world coordinates now, all buildings and dungeons in the entire game will be on the same coordinate system, no transitions!

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britown, to random
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Never go to bed angry but never EVER go to bed when your code's not working

britown, to gamedev
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I can't stress enough how important it is to have a central API for coordinate transformations.

Tile grid coords, pixel coords, internal buffer pixel, screen pixel, viewport, world, zoomed/unzoomed, you never want to just transform these in-line anywhere. Take the time to write functions for going between them all especially if you're making a something like a map editor.

I also use typedefs to help document what function signatures expect and return.

image/png

britown, to gamedev
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The new world map system is finally working 🤩

Rather than a rpg-make style system where maps are standalone, there is now a tree of map layers on a unified coordinate system.

Layers are relative to their parent, allowing easy repositioning, and most importantly layers will be able to be conditional to world state to change the world between runs.

This is all using live tile rendering magic from last year's quadtree travels.

video/mp4

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