By now I should have both finished my game and enjoyed a relaxing holiday break. Unfortunately things don't always go to plan; I caught CV19 (yes, that's still a thing) and spent most of the time since my previous update with high fever and massive brain fog. #cccgame
By now I should have both finished my game and enjoyed a relaxing holiday break. Unfortunately things don't always go to plan; I caught CV19 (yes, that's still a thing) and spent most of the time since my previous update with high fever and massive brain fog. #cccgame
Today we kick-off our December playtests!
Huge thanks to our brave woodcutters for this month and the previous sessions!
Join our playtesters community, fill-in the form: link.irregular-shapes.com/PlaytestForm
#Gamedev #IndieGames #IndieDev
Today we kick-off our December playtests!
Huge thanks to our brave woodcutters for this month and the previous sessions!
Join our playtesters community, fill-in the form: link.irregular-shapes.com/PlaytestForm
#Gamedev #IndieGames #IndieDev
(at a discount even - or pay more to support my work)
www.backerkit.com/c/projects/m...
(at a discount even - or pay more to support my work)
www.backerkit.com/c/projects/m...
Added player input, ambient music and triggered sound effects.
That should be all the tech we need for now, time to get started on some gamey-game stuff. Technically also need physics simulation and collision but I'll deal with that as needs arise.
#cccgame #indiedev #gamedev
Implemented support for dynamic shadows as well as local lights. Added prioritized atlasing functionality to easily have multiple shadow casting lights up to a max budget. Shadow filtering is a simple 4-tap 3x3 tent which will do for now.
#cccgame #indiedev #gamedev
Added a particle system with a fairly minimal set of emitter shapes and particle effector modules for now.
Simulation and collision is specialized for particles, there is no generalized physics functionality written yet, more about this later.
#cccgame #indiedev #gamedev
Decided to build an Entity-Component-System to use as the core scene graph. Rendering now automatically drives off any existing entity.
Tested a scene with 100000 entities, animated by a system and automatically rendered from the world database.
#cccgame #indiedev #gamedev
Got materials and textures going through the asset pipeline as well. Set up a proper-ish 3D camera and added some very basic global lighting.
Next: Move from hard-coded test scene to a dynamic scene graph so that work on an actual game can begin.
#cccgame #indiedev #gamedev
Humble beginnings of an asset import pipeline up and running. No real scene graph or instance structure yet, though, so we're not quite ready to start putting any actual game into the game yet - need a couple more building blocks.
#cccgame #indiedev #gamedev
The app itself still sucks big time, but at the very least it now sucks with parity between the desktop app and in web browsers. Jumping through a million hoops to also build a standalone app to a WASM+WebGL2 webapp.
#cccgame #indiedev #gamedev
Just going through the motions starting from an empty project. From "Hello World" through "Hello Window" to "Hello Triangle" and ending at "Hello Shader Animation".
It's not much, but everything starts somewhere.
#cccgame #indiedev #gamedev
Because I like hard-mode, it will be built from scratch, making an engine as I go. The game will be released for free.
Wish me luck.
Because I like hard-mode, it will be built from scratch, making an engine as I go. The game will be released for free.
Wish me luck.