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.
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
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
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 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
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