this post was submitted on 17 Jun 2023
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Programming

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I'd love to see what kind of a game dev community we have here on beehaw and help each other out. Whether you use Unreal, Unity, Godot or even your own engine, let's see what you got!

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[–] mustyOrange@beehaw.org 2 points 1 year ago* (last edited 1 year ago)

Im working on an metroidvania that works with flying mechanics. My goal is to take the hollow-knight platforming style of pogoing, and combining it with an elytra style mechanic to have large sections where youre off the ground.

My character is a little monstera plant, and I want to make as many little cute costumes for them as possible!

https://www.youtube.com/watch?v=HA8b0G_PNVY

[–] raubarno@lemmy.ml 2 points 1 year ago (1 children)

I like Touhou very much, so I am working on a Touhou-ish danmaku (bullet hell) game. It is still in early development, though.

Here's the today's screenshot: (https://imgur.com/a/9Th50Zw)

It uses pixel graphics, the CPU draws on a pixel canvas, which is eventually rendered onto a framebuffer. I chose this rather childish approach in order to prototype first, and accelerate later.

The main difference from Touhou Project or its spinoffs will be that the stage will actually be scrollable with 'nests' that spawn enemies shooting at you.

The game is written in Rust, uses Vulkan to display the canvas, and licensed under GPL-3.0-or-later license so that it will always be a share-alike project.

[–] espa@beehaw.org 1 points 1 year ago (1 children)

Looks cool! By scrollable, do you mean that the player can move the stage camera at their own pace and enemies will spawn at certain spots, or is it similar to Touhou but just different in how the underlying spawning system will work (as opposed to timer based which I assume Touhou is)?

[–] raubarno@lemmy.ml 1 points 1 year ago (1 children)

If, in Touhou series, the scene is limited to the viewport, in my game I experiment with a larger field. Some 'fairy-level' enemies may reside in nests, some may move around. But I've just finished the very basic graphical level today and a satisfying smooth scrolling in a large field. Now, I can focus more on a gameplay, add enemies, bullet mechanics and see what is the most enjoyable way to play. It may even have several game modes, including the classical 'Touhou' experience...

I've understood I need a dev blog so badly. :)

[–] espa@beehaw.org 2 points 1 year ago

If it means anything, I'd read your dev blog if you ever do publish one :P

[–] TreseBrothers@kbin.social 1 points 1 year ago

Indie dev here. Went full-time on it with my brother several years back. Currently working on our 9th game -- Cyber Knights: Flashpoint.

It's a squad tactics heist RPG. XCOM-like combat, extensive stealth options, and a cyberpunk setting & stories inspired by over a decade of tabletop RPG campaigns we've played.

This is our first game made with Unity; it's been a learning experience but feels very worth it.

@janooba
Todays has been working on an epilogue to a boss fight! Quiet can be hard to get right.

#indiedev #godot #gaming #somnipathygame

[–] Hexorg@beehaw.org 1 points 1 year ago (1 children)

I kinda am… but I’m also a researcher so I’m not particularly making a game but rather trying to make a new game mechanic. I want to make pawns have complex decision logic to be able to choose multiple ways of doing something. I’m working on creating a hierarchical task network in Rust. I’ve been testing it in godot using the gdnative interface. Don’t really have much to show though and no recent progress… Ben busy with a newborn

[–] janooba@beehaw.org 0 points 1 year ago (1 children)

Hey that's fair, I can only imagine how much time a newborn would soak up. Game AI is facisnating to me so I'd love to hear more about your work. It reminds me a bit of GOAP a little bit.

[–] Hexorg@beehaw.org 1 points 1 year ago

Yes HTNs are a few computational levels higher than goap (HTNs can do everything that goap can). I think project fear AI used HTNs

[–] janooba@beehaw.org 1 points 1 year ago

I'm currently working on an action horror game inspired by Cry of Fear and similar mods.

But in the past I've worked on a fully kinematic parkour character control with wallrunning, grappling, dashing, mantling, etc. Character controllers are probably one of my favorite aspects to program. Something about the vector math and physics just feels good to solve.

[–] dafungusamongus@lemmy.sdf.org 0 points 1 year ago

Audio Engineer here, currently composing music and designing sound effects for an action-adventure medieval fantasy. I am unable to showcase current works because of an NDA, but some of my previous works are showcased on my website @ www.iaaudio.com . Still learning more about Unreal Engine and I really enjoy the workflow versus using middleware like WWISE.

[–] drwhut@possumpat.io 0 points 1 year ago (1 children)

A couple of months ago I released my free and open-source game Tabletop Club, which is a physics sandbox inspired by Tabletop Simulator, and made with the Godot Engine!

It's still early days for the project, but I've got a ton planned for the game, and I'm currently working on the first major update!

Here's a link if anyone is interested: https://drwhut.itch.io/tabletop-club

[–] knokelmaat@beehaw.org 1 points 1 year ago (1 children)

This looks really awesome. I'm also working on a small project in godot (just a simple sokoban implementation) but this looks way more complex! Nice of you to make it open, makes it easy to learn and contribute.

Can I ask why you choose MIT over GPL for licensing? Just thinking about this because of an article that was recently posted here.

[–] drwhut@possumpat.io 2 points 1 year ago

Thank you! The main reason it's MIT is because I don't really care if someone takes it and makes it closed source - this version will always be here for people to use and contribute to. Plus, it also opens up the possibility of me forking the project and making another game out of it that actually provides a sustainable revenue 😅