Cap'n Kwarthys
kwarthys.bsky.social
Cap'n Kwarthys
@kwarthys.bsky.social
GameDev, aspiring Indie
Made a first attempt at an Options menu. This is coming together quite well :D
Next up, add some minimalistic sounds all over the place, and we should be ready to deep dive into 3D Modelling :D
#GodotEngine #GameDev
June 7, 2025 at 11:40 PM
After some more under the hood AI work, i'm finaly back to small visual tasks !
Today my first try at camera shaking for this project, to add some life to all those explosions :D
#GodotEngine #GameDev #Procedural
May 24, 2025 at 8:55 PM
A bit of side quest smooth ! Just added EXPLOSIONS on pawns destruction (maybe some camera shake for some JUICE?) and a smooooth movement of troops to replace the boring instantaneous teleportation.
#GodotEngine #GameDev #Procedural
May 3, 2025 at 10:21 PM
Made quite the deep dive to create an AI for my Risk. It computes a load of possible gamestates after some moves, then finds the most desirable outcome to know what to do !
Added some feedbacks (and delays) for the user to be able to follow what AIs are doing.
#GodotEngine #GameDev
May 1, 2025 at 8:27 PM
Did a first pass on a "State Card", that displays a bunch of data, and shows a projection of the selected state !
I feel this card will change a lot with time, but it's a good starting point.
I'm thinking of generating random names for those states to display !
#GodotEngine #GameDev #Procedural
April 21, 2025 at 6:44 PM
Added a minimalistic HUD to allow players to select how many troops they want to move, and with that, this is 90% of Player gameplay that is complete ! (Deploy, Attack and Reinforce).
Now let's see how adding basic IA behavior will explode all the current flow
#GodotEngine #GameDev #Procedural
April 17, 2025 at 9:19 PM
Player1 can now do a full turn of gameplay ! (Given that they don't want to do anything in 2 of the 3 phases ...)
Added some colorblindness-friendly colors to the pawns, to help differentiate owners.
Next up, rest of gameplay and IA's brain !
#GodotEngine #GameDev #Procedural
April 16, 2025 at 9:15 PM
Improved upon Continent generation by expanding VertexCut search and refining the selection of best cuts. Even used a bit of recursion (ofc it crashed for the first few tries), it's very convinient that sub-graphs from a cut graph, are just another graphs !
#GodotEngine #GameDev #Procedural
April 14, 2025 at 9:27 PM
Well i said that i wasn't satisfied with me Continent generation ... So i remade it all !
Using "Vertex Cuts" idea from Graph Theory to find narrower parts, the result is a bit better. There's still room for improvement tho.
#GodotEngine #GameDev #Procedural
April 12, 2025 at 10:46 PM
What would be a board game without some Pawns ?!
Here's a first pass at scattering pawns the right way up on states.
They'll become Tanks and Helicopters in the future, but for now these placeholders will do fine.
#GodotEngine #GameDev #Procedural
April 9, 2025 at 9:52 PM
Finally found a nice way to make Continents (group of states that will grant a bonus when fully under player control). It does not look perfect, but appears robust enough to look ok in the infinite possibilities of procedural generation !
#GodotEngine #GameDev #Procedural
April 6, 2025 at 6:13 PM
Space Clouds ! As i finish my skybox side quest, i just upgraded it with clouds. Perlin noise on the planet, perlin noise in space !
I should tune this a bit, but this procrastinating has already been far too long, back to the game !
#GodotEngine #GameDev #Procedural
April 5, 2025 at 4:17 PM
Started the skybox (spacebox?) to make the PITCH BLACK background a bit more interesting. Procedurally generating random stars and displaying a sun matching the scene main light :D
Plenty of stuff to do, but very promising 🎉
#GodotEngine #GameDev #Procedural
April 2, 2025 at 8:55 PM
It's been quite the headache to make this work, but i managed to detect wich vertex has been clicked by the user, allowing to select States ! This will be sooooo useful for debuging.
Here i display allies as part of the same continents !
#GodotEngine #GameDev #Procedural
March 31, 2025 at 9:34 PM
Started to work on procedural Continent generation (much more to do), implemented minimalistic procedural bridges connecting states and islands, and added an atmosphere to make the planet (named Valcatyr !) look nicer :D
#GodotEngine #GameDev #Procedural
March 30, 2025 at 8:30 PM
It's now possible to display State Selection on the planet ! This won't be used in gameplay for a while but comes very handy for debugging 😅
White stripes for the selected state, greens for the allies and red and reverse for the enemies !
#GodotEngine #GameDev
March 29, 2025 at 11:07 PM
More shaders ! I added a smooth wave animation to make shores a bit more interesting and add movement to this static planet. Also added noise to slightly move ocean water, making the sun's reflection also more interesting !
#GodotEngine #GameDev
March 27, 2025 at 10:00 PM
After some shader headhache, i managed to properly build and display nice-ish looking states on the planet !
Next up, build Continents, link tiny island to other states, and link close states by sea !
#GodotEngine #GameDev
March 25, 2025 at 11:00 PM
A bit of shader magic and it looks already nice ! Land will later be RISK's states and continents, so this green won't last long.
Next up, procedurally build those states on this procedural sphere :D
#GodotEngine #gamedev
March 23, 2025 at 7:48 PM
Set myself the goal of creating a game of Risk-inspired, played on a 3D Sphere !
First step, find out how to build a sphere mesh in #GodotEngine with some Perlin Noise. That's mostly done :D !
#GameDev
March 22, 2025 at 10:55 PM