Developer Blogs
First of all, would like to start by saying a big thank you to the dozen or so people who joined this project on the many platforms it was shown; you weren’t forgotten, so much so that this entry is mostly dedicated to those involved. Although, might be useful for other devs as well.
It was mostly k…
Our steam page is finally up! If you are interested please go wishlist it here. Not much was done on my part this week so once again I will be talking about the side project of mine. For context feel free to read my previous posts about it. You can find my last one here.
So today I will be talking m…
This week was a little light for me as other classes’ final projects have begun, but I have set the groundwork for what I hope will become a fairly robust project in the next few weeks!
This week, I created a custom dice roller for a game of 1st edition pathfinder game I am playing. So far it isn’t …
Welcome back. Last time, we looked at the runtime-extensibility of the Acclimate Engine (https://www.gamedev.net/blogs/entry/2277862-general-structure-and-design-of-the-acclimate-engine-part-2/. Now we are going to see, how this all applies to scene-managment.
The basicsIn general, scene-managment …
In this blog post I will describe how my planet terrain erosion simulator handles rock layers and deformation of layers. Here is a picture of the current results:
You can clearly see the multiple layers and their deformation. Each type of layer has its own erosion intensity, which influences how the…
The concept of health points comes from old tabletop games such as Dungeons and Dragons. It's a simple abstraction of the real world complexities. With computers keeping track of the game, it should be possible to do something much more interesting.
Health bar as user interfaceFor a typical action g…
Update 5 How to write C++ variables for Unreal blueprint; UPROPERTY Basics
What's wrong with just putting EditAnywhere on everything? Here I explain the different mark up keywords for configuring UProperty variables for the editor.
The reason you don't want to use EditAnywhere on everything, i…
This article was originally published on GameDevDigest.com
A look at the artistic side of things. Enjoy!
Level up: exploring the artistic side of video game design - Existing in parallel to a world of hyperrealistic CGI is a growing segment of gaming using illustration and painterly art to make mesme…
We had 3 meetings to talk about the details of the concept and design the mechanism.
Then build the first demo of the game.
- Functions: jump, movement, hook.
- Animations: run and stand.
- Music: Background music of the first level.
- Level: Introduction level.
Next step:
- Add background pictures
- Add animations(ju…
As promised, the Quiz Quest demo is now fully updated with all of the shiny new features I mentioned in the previous post. Be warned, some reconnection issues may still occur. They are our top priority for the next batch of tech improvements. In the meantime, give the demo a play with your friends …
Welcome to Adventure alpha zero 2021.
I have been thinking about this for 30 years. Especially the last two years. I have tried to find the complete and perfect way to write about this and it has held me back. I have to start writing for myself and accept that a lot of it will be incomplete and of l…
I am currently reworking all dungeons for better visuals. I hope to develop most of them into multi-stage encounters.
To support this development, I need some changes in the game server.
The first raid I reworked is the Sludge Madness. I am adding a second stage to it. After the rework, I plan to hav…
This week was not a big week for progress as we begin to wind down to finish up content on Conquering Ciros. The last of the content I had to work on was finally finishing the Crystal Superchargement code. Previously, the code for Supercharging had already been written but its implement…
With our Steam page getting ready to be released this is our last week of development. This week was mostly lots of bug fixes.
The one major thing I did was create the end cinematic. Our producer wanted the player to unlock an achievement when completing all of the scenarios, and then transform into…
Hi everyone!
I've been thinking on start a project. It basically will consist of a video game with dungeon crawler genre mixed with rogue-like/rogue-lite. Why? Just because. It will be FPS and grid-based. I'm thinking on if it'll be turn-based or tick-based, I'm not sure about this yet.
I'm a few-wor…
This article was originally published on GameDevDigest.com
Some game dev tips before we head into the eclipse. Enjoy!
2D Water Shader Breakdown - I wanted to try out some 2D reflections and ended up with this water shader. Sampling the noise textures with pixelated UVs really helped to make it fit wi…
Playground: https://plnkr.co/edit/BGNYcIJRiJXpd9N4?preview
GitHub: https://github.com/8Observer8/how-to-set-up-box2dwasm-with-importmap-rollup-js
glMatrix is just a bonus:
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<meta charset="utf-8">
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The tool for comparing 2D performance with hundreds of sprites has been updated to include the preview release of SDL 3.1.1 with the Vulkan renderer.
It compares SDL 1.2, SDL 2, SDL 3, HGE and SFML renderers.
The new addition of the Vulkan renderer helps old GPUs (Ryzen 5 2400G APU) to show a ver…
In my previous blog post I described a simple approach for handling snow accumulation in an erosion simulator. In this post I will present new improved results, as well as a mechanism for reducing snow accumulation in areas with significant amounts of fluid. Now it looks like this:
The most obvious …
Quite a change since the last time! Added refraction material and efficient ray-traced reflection.
The RT reflection itself costs around 1.0ms @1440p with 4070Ti. Total rendering time is around 2.0ms now. Without a use of modern upscalers.
Both rendering take care of the blurry with low smoothne…
Welcome back. In last weeks entry, we looked at the base-layout of the Acclimate Engine's resource-system. This week, I'll be highlighting the runtime-part of the system - the diagram from last week still applys, so I won't be posting it again.
RuntimeNow to recap, the games resources are handled vi…
The latest batch of tech improvements was delivered by our developer last week. The gameplay and UI have been improved immeasurably and the weapons are now fully functional in the quiz rounds. Quiz Quest is really beginning to look and feel like the game I envisioned way back in 2020. Watch this sp…
The last few days I added a simple approximation of snow accumulation to my full-scale planetary erosion simulator. It looks like this up close:
And far away:
The basic algorithm is similar to the “talus” or thermal weathering approach which I already use for ensuring that sediment does not exceed it…
Role Analysis Project 2 (New Engine Experimentation): Unreal Engine Inventory System with Blueprints
This was something I already implemented during the halfway check-in, although I needed to rework things a bit because I wanted to have the ability for a single pickup to grant multiple of an item. Each item pickup now has an Amount variable that is used to add the correc…
This week I dedicated most of my time to working on an Unreal Engine 5 project to start learning blueprints. The goal was to create a somewhat viable swinging system similar to Spider-Man.
My first attempt I was trying to figure out how to work this out mostly alone by using a Physics Constrai…
Hello everyone,
I'm excited to share an update on our latest project, Cyberscape, straight from Poupikhan Studios. Right now, we're at the concept stage, which is super important when it comes to making a video game. We're focused on creating gameplay that's not only fun but also tells a great story…
My goal for my last sprint of Ciros work was to implement two more enemy types, with placeholder sprites that will be added and animated by another team member.
Both enemy types are stationary, but they both have some form of projectile, which doesn't really exist for any other enem…