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.
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
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
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
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
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
I got a little bit tired of the clunky character controller and the debug texture, so I spent some time playing around with camera movement and terrain painting. #gamedev #unity

Now back to actual game mechanics :)
January 17, 2025 at 7:09 PM
Navigation now considers 3 nodes ahead in case the movement "budget" wasn't fully consumed. It still struggles with some tight corners that have a lot of polys in the mesh, but I'm going to cross that bridge when I (more frequently) get there.
January 16, 2025 at 8:50 PM
Fun bug: movement on tight corners stutters because the next point is closer to the character than its movement speed per tick.

I'll try to fix this by having a movement budget that is consumed while moving, so navigation can traverse multiple nodes if they're close together. #golang #gamedev
January 16, 2025 at 7:33 PM
So far I'm pleasantly surprised at how well the Navmesh on the server works! Here you can see it handle navigation in "structures". This is something I wanted to solve because ideally I'd like to be able to use verticality in the design of some dungeons. #gamedev #unity #golang
January 14, 2025 at 9:26 PM
So happy to finally see this in action: here's a #golang backend moving characters along a NavMesh and streaming position data to the clients 😅 #gamedev
January 12, 2025 at 8:58 PM
Rounding error in pathfinding causing it to never mark the path node as completed 🙈 #gamedev #unity #golang
January 12, 2025 at 3:23 PM