also i hope you are having a good day : ]
also also im making a game called MINDPALACE, a wave-based movement shooter where you defend your cranial sanctum from intruding thoughts
I pride myself on my engineering & creativity; No genAI.
it's good enough that I won't be touching it for a long time!!
My method lets me just use the entire map mesh directly as their navmesh, which makes things So much easier.
I'll detail my solution in a thread here : )
#indiegamedev #gamedev
It fetches all the rooms nearby the player in order to spawn enemies within a reasonable distance.
Still needs a little tweaking, but I've also got the system creating and maintaining waves based on enemy budgets.
Excited! : )
#indiegamedev #gamedev
It fetches all the rooms nearby the player in order to spawn enemies within a reasonable distance.
Still needs a little tweaking, but I've also got the system creating and maintaining waves based on enemy budgets.
Excited! : )
#indiegamedev #gamedev
Area3D's mark out rooms & tunnels. Once a path is generated, we can see how many rooms/tunnels will be crossed.
This will help ambushers set up in spaces a player might escape to.
#godot #indiegamedev
Area3D's mark out rooms & tunnels. Once a path is generated, we can see how many rooms/tunnels will be crossed.
This will help ambushers set up in spaces a player might escape to.
#godot #indiegamedev
This time i explored what im planning for my enemy sandbox in MINDPALACE and it actually helped me find some holes to plug in the roles that i need them to play.
#gamedev #indiegamedev
This time i explored what im planning for my enemy sandbox in MINDPALACE and it actually helped me find some holes to plug in the roles that i need them to play.
#gamedev #indiegamedev
it's good enough that I won't be touching it for a long time!!
My method lets me just use the entire map mesh directly as their navmesh, which makes things So much easier.
I'll detail my solution in a thread here : )
#indiegamedev #gamedev
it's good enough that I won't be touching it for a long time!!
My method lets me just use the entire map mesh directly as their navmesh, which makes things So much easier.
I'll detail my solution in a thread here : )
#indiegamedev #gamedev
it's good enough that I won't be touching it for a long time!!
My method lets me just use the entire map mesh directly as their navmesh, which makes things So much easier.
I'll detail my solution in a thread here : )
#indiegamedev #gamedev
it's good enough that I won't be touching it for a long time!!
My method lets me just use the entire map mesh directly as their navmesh, which makes things So much easier.
I'll detail my solution in a thread here : )
#indiegamedev #gamedev
Added a bird-sniper-enemy, researched Godot's navigation solutions, and put a LOT of thought into the methodology of map design for this game.
The birds are simple right now, but I love how the shooting animation turned out!
#GameDev #IndieGameDev
Added a bird-sniper-enemy, researched Godot's navigation solutions, and put a LOT of thought into the methodology of map design for this game.
The birds are simple right now, but I love how the shooting animation turned out!
#GameDev #IndieGameDev
Added a bird-sniper-enemy, researched Godot's navigation solutions, and put a LOT of thought into the methodology of map design for this game.
The birds are simple right now, but I love how the shooting animation turned out!
#GameDev #IndieGameDev
Added a bird-sniper-enemy, researched Godot's navigation solutions, and put a LOT of thought into the methodology of map design for this game.
The birds are simple right now, but I love how the shooting animation turned out!
#GameDev #IndieGameDev
Here's what I came up with to solve both of those issues!
Hopefully this can help someone somewhere : )
#Godot
Here's what I came up with to solve both of those issues!
Hopefully this can help someone somewhere : )
#Godot
Next up is The Surgeon and some more map development
#gamedev #indiegamedev
Next up is The Surgeon and some more map development
#gamedev #indiegamedev
Next up is The Surgeon and some more map development
#gamedev #indiegamedev
Next up is The Surgeon and some more map development
#gamedev #indiegamedev
#gamedev #indiegamedev
#gamedev #indiegamedev
#gamedev #indiegamedev
#gamedev #indiegamedev
i think the last big thing i needa figure out is actual enemy pathing, beyond that it's mostly just going to be a long haul of making content : 3
#gamedev #indiegamedev
i think the last big thing i needa figure out is actual enemy pathing, beyond that it's mostly just going to be a long haul of making content : 3
#gamedev #indiegamedev
i realized afterwards that i don't think i've ever seen a game do this actually? at least, i can't remember any games that have done this, closest thing i can think of is tf2 sticky jumping
#gamedev #indiegamedev
i realized afterwards that i don't think i've ever seen a game do this actually? at least, i can't remember any games that have done this, closest thing i can think of is tf2 sticky jumping
#gamedev #indiegamedev
here's landmines sticking to walls
and also the quick lil' calculation to get an orthogonal vector to the surface the object hits if it helps anyone : )
#gamedev #indiegamedev
here's landmines sticking to walls
and also the quick lil' calculation to get an orthogonal vector to the surface the object hits if it helps anyone : )
#gamedev #indiegamedev
#gamedev
credit to this wonderful document and the ol' calculus 3 class i took
github.com/myria666/qMo...
#gamedev
credit to this wonderful document and the ol' calculus 3 class i took
github.com/myria666/qMo...