Jille
jille.dev
Jille
@jille.dev
Software engineer #iosdev
Currently giving #gamedev a try in my free time, which is what most of my posts are about.
Slightly nostalgic about release notes being exciting, and something you worked towards with the team. Every few weeks you’d sit down and write about what you built.

I figure CI systems with build trains were probably the nail in the coffin for that practice 😬 #iosdev
September 28, 2025 at 7:41 AM
Dev updates on the MMO have been a bit slow because I’ve been absorbed by POE2. It’s been crazy fun!
February 12, 2025 at 11:39 AM
I’m in talks with people about starting a band again 🤞 I’ve missed making music (yes, a post that’s not about gamedev, unbelievable right? 😅)
February 12, 2025 at 11:37 AM
I really like the Belroth!
February 10, 2025 at 4:16 PM
This looks great!
February 10, 2025 at 4:15 PM
It seems like for this I'd need my backend service to understand the dialogue options, potentially set variables within the .yarn files, and then communicate dialog options to the client.

I'll do a POC this week with both yarnspinner and a self-rolled solution. #golang #gamedev #unity
February 3, 2025 at 9:58 PM
I've been looking at @yarnspinner.dev for the dialogue system in my game, which seems pretty intuitive so far. But first I'll outline some of my requirements. My initial idea was to have backend control the dialogue options (based on ex. quest progress), but this seems a bit unintuitive.
February 3, 2025 at 9:58 PM
NPCs now optionally have wander ranges! I got a bit tired of seeing them so static in the world, but this was also me procrastinating on implementing a dialogue system 😅

#gamedev #unity #golang
February 2, 2025 at 8:36 PM
I was looking for a starter pack with Dutch/NL-based game devs, ended up making one, and then found this! A great place to start if you want to stay up to date with game devs in the Netherlands 🇳🇱 🚲 🌷 #gamedev #nl
go.bsky.app/Pu9AaXq
February 2, 2025 at 12:35 PM
Interaction now moves the player close to the "Interactable" (NPCs in this case), rather than attempting to path to their exact location (and failing to do so 😅).

NPC information is now also fully driven by the backend. Next up is making these interactions actually do something ;) #gamedev #golang
February 1, 2025 at 10:08 PM
100% this, it’s been nice to get my gamedev and iOs dev fix again on my commute 😅
It is GOOD to have my gamedev feed back again.
January 27, 2025 at 6:03 PM
One early decision that's starting to pay off in the backend design is this state provider pattern that I'm using. It's making it easy to introduce new state that requires communication to the client. It should also prove relatively simple to introduce player-scoped state (e.g. Quest NPCs) #golang
January 25, 2025 at 5:08 PM
Finished the integration of NPCs on the backend. Their info & position now comes from a network packet. Next up is giving them an instance of their own class on the backend, which will take control of their AI (if they're not stationary) and handle dialog options/quest progression. #gamedev #unity
January 25, 2025 at 5:08 PM
The most interesting challenge will come when NPCs need to be at different locations throughout quests. Ideally I’d do this without having duplicate NPCs all over the place 😅 So with all these “custom” challenges, custom tooling may just be the easiest way to ensure it works well for your game 🤷
January 23, 2025 at 9:35 AM
I’m sure there’s tooling out there to support “content management” in games! I must admit I enjoy building the tools myself though 😅

My current approach is to tag NPCs, extract their information and position into json files and using these as resources on my backend.
January 23, 2025 at 9:35 AM
Which part specifically? Using the editor to place objects/NPCs and exporting them, or the client-server communication to load the NPCs?
January 23, 2025 at 7:29 AM
I'm currently working on the tooling to create/configure NPCs through Unity, and then export the information for use on the server. So I'm using Unity as a sort of "content management system" for the game, but ultimately the server will remain in control of whether NPCs are shown. #gamedev #golang
January 22, 2025 at 9:37 PM
I don’t feel so good…
January 21, 2025 at 5:37 PM
The system is designed in a generic way: the client submits object- and action identifiers to the backend, after which the backend finds their position and their type, and decides how to handle the interaction.

#golang #gamedev
January 20, 2025 at 8:15 PM
Step 1: The new packet type can be handled by the server and results in movement updates being sent to the client.

Now on to step 2: Handling the interaction type that was selected. They will each trigger different flows on the backend.

The first one I will try to implement is talking to an NPC.
January 20, 2025 at 8:15 PM
This is an exciting milestone, as this will be the first operation where a user action leads to multiple things happening on the server and client in a sequence: first, the character needs to move, and once they reach their destination they should interact (start dialogue, open trade, etc). #golang
January 19, 2025 at 10:49 PM
Meet Herbert! He's just a capsule now, but he has some interaction options that might prove useful in the future 😉

The next step here is to make this networked: introducing the packets to facilitate interaction. I'll start by moving the player character in-range of the object/NPC. #gamedev #unity
January 19, 2025 at 10:49 PM
Absolutely adore this oldschool aesthetic!
January 19, 2025 at 6:15 PM
The transition into the menu is slick!
January 18, 2025 at 11:00 AM
Tomorrow it's time to lay the foundation for this task: NPCs 🤖

The first goal is to add NPCs that you can interact with through dialog, as that will be the first step towards building a narrative in the game. Exiciting! 🎉 #gamedev #golang
January 17, 2025 at 10:03 PM