/* Why you crying? */

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Wyoming, USA
Adventures of Goblinson Crusoe
1,239 comments
46 followers
453 entries
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JTippetts
April 21, 2021
Mechanics of Flow in Gold Rush.

Gold Rush ( https://jtippetts.github.io/GoldRushFrame.html)​ is a game about converting Heat, generated by special heat-producing units, to Gold. To do so, it makes use of various other units to handle the conversion. The point of the game is to maximize the amount of Gold produced, in order to f…

6,021 views
JTippetts
February 18, 2021
Gold Rush

Large turn-based RPGs are great, but ain't nobody got time for that. So lately I've been working, off and on, on a much smaller project: an idle/incremental web game inspired by http://reactoridle.com/​ with quite a few additions and embellishments: hex based instead of square (of course), randomiz…

4,797 views
JTippetts
February 22, 2019
DungeonBot3000: Inventory and Items Display

The challenge is over, but that doesn't mean I'm done working on this thing. Diablo-clones are a core part of my fundamental nature as a human being, so of course I was going to get addicted to working on this project.

Main things I've been working on have been tweaking the on-screen display…

5,104 views
JTippetts
February 16, 2019
DungeonBot3000: Postmortem

I've gotten done about all I'll be able to on this project before the deadline. It was pretty fun to do, even if I didn't end up with as much time for it as I would have liked. Still, I did manage to implement all requirements, so I have that going for me which is nice. The zip file is live now …

5,069 views
JTippetts
February 04, 2019
DungeonBot3000: Boss Fight Scripting

I've been working on scripting/AI for the final boss fight, wherein you fight Khawk and jbadams.

 

The fight arena isn't set up yet; in this video, I just spawn a bunch of Khawks and jbadamses, just to see how they play out. Khawk carries a shoulder-mounted fire grenade launche…

4,543 views
JTippetts
January 30, 2019
DungeonBot3000: Friggin Laser Beams

 

Implemented the second player skill: Laser Beam. It's a channeled skill that targets the cursor, with a build-up that increases damage dealt the longer you channel. Stop-casting and casting again resets the build-up, and the beam has a tracking speed that can be increased with mo…

5,146 views
JTippetts
January 25, 2019
DungeonBot3000: Video

Some video to show the progress made so far:

 

Pardon the crap quality. I still haven't learned how to youtube properly.

And one of those foreseen things is happening today, specifically having to go back to work for a run of night shifts. So progress is going to slow down …

4,287 views
JTippetts
January 24, 2019
DungeonBot3000: Stats, Combat, and Items

I have to admit to an ulterior motive or two when it comes to this Challenge entry. My other project, Goblinson Crusoe, will certainly benefit from some of the iteration on stats, combat and item design that I am doing. In fact, it has already benefited. For one thing, I've polished the way I ha…

6,173 views
JTippetts
January 22, 2019
DungeonBot3000

I wanted to take part in the latest Challenge, Dungeon Crawl. Unfortunately, due to things both foreseen and unforeseen, I haven't had a whole lot of time to work on it. Nevertheless, I will carry on even if I'm pretty sure I won't be able to finish all of the requirements.

You are DungeonBo…

4,505 views
JTippetts
November 05, 2018
Diablo:Immortal

I have a hard time getting worked up about the Diablo:Immortal announcement, because I never really got over the bitter disappointment that was Diablo 3. Of course they're turning the Diablo franchise into reskinned generic mobile pay to win trash. It was obvious what path they were on with it af…

13,038 views
JTippetts
October 04, 2018
Combat Stats

I am currently working on combat stats. I've worked on them before, but never really fleshed out a system I've been satisfied with. For the most part, I've gotten by with half-assed, or at best three-fourths-assed systems that always kinda change as my requirements change, but with no clear stru…

17,751 views
JTippetts
September 21, 2018
Drunks Standing Around Punching Each Other

A lot of years ago, I witnessed a fascinating exchange between three drunk college students of my acquaintance. The setting was a bonfire kegger in the hills, the setup was a masculine test of bravado and toughness, and the payload was funny as hell. These three fellows (who were all so drunk, t…

5,254 views
JTippetts
August 17, 2018
Lighting Settings, Doodads and Water

Been working some more on the editor. I've implemented the ability to tweak the lighting parameters of the level, including the Front (main) light color/brightness, the Back light color and brightness, as well as ambient and fog colors. A couple sliders allow me to control the fog distance and a…

2,731 views
JTippetts
August 10, 2018
Goblinson Crusoe Level Editor

Been awhile since I updated, but I haven't been idle. Mostly, anyway. The usual hindrances to my development time apply, of course, but I have made some progress.

My big project lately has been to repurpose my terrain editor to build a level editor for Read more in /* Why you crying? */

5,068 views
JTippetts
June 22, 2018
Resistances and Defenses

I've just come off a several-months-long jag of playing Path of Exile. PoE has influenced the (sporadic) development I've done through that time on Goblinson Crusoe by a great deal. While GC is turn-based, it shares a lot of the same DNA as PoE, specifically in the influence of Diablo and Diablo…

4,885 views
JTippetts
February 05, 2018
Thinking about it, if I have time.

Thinking about doing the latest gamedev challenge, assuming I can find the time. PacTank will rise. Maybe.

3,954 views
JTippetts
January 13, 2018
U3DTerrainEditor Project Page

I've created a project page for the U3DTerrainEditor I have been working on. Project now includes a downloadable Windows binary so you can try it out. Warning: rough code ahead. It's still a pretty unpolished project, but you can do some cool stuff with it regardless.

Your first terrain:

3,407 views
JTippetts
November 18, 2017
ANL Editor, GC Editor, The Future

Following along from the previous post about the node graphs, I have lately pulled the node graph stuff out and have started work also on a standalone editor for noise functions. https://github.com/JTippetts/ANLEditor

The editor uses the node graph functionality, along with an output node th…

4,923 views
JTippetts
October 21, 2017
Node Graphs and the Terrain Editor

I've been working on the node graph editor for noise functions in the context of the Urho3D-based Terrain Editor I have been working on. It's a thing that I work on every so often, when I'm not working on Goblinson Crusoe or when I don't have a whole lot of other things going on. Lately, it's be…

8,020 views
JTippetts
October 09, 2017
Node Graph UI for Accidental Noise Library

So the last couple days I've been working on something that I've wanted to do for a long time now.

I've been building it as part of a terrain editor I've been working on. It's still mostly uncomplete, but so far you can create nodes, drag links to link/unlink them, then output them to a …

8,323 views
JTippetts
September 06, 2017
Diablo 3 Resource Bubbles

It's been awhile since I posted. I've been kinda reluctant to just post more project updates on GC, since that kind of thing gets a little tedious and pretentious sometimes. "Hey, guys, take five minutes out of your precious time to look at this screenshot of an incremental improvement to creatu…

7,881 views
JTippetts
July 15, 2017
Water

 

So, I ended up doing the "skirts" method I spoke of in the last post. And in conjunction with the default Urho…

4,935 views
JTippetts
July 14, 2017
Multi-level Water

So, I'm trying to figure out how to do water. Right now, I am doing water the "brain dead" way; any tile below a certain height is water, and water is created as a simple hexagonal plane with a partially transparent blue material applied. It works okay, but the ultimate end goal is to have water…

7,343 views
JTippetts
July 10, 2017
New Gameplay Video

I'm on vacation in California, which means I kinda have some time to work on stuff, but it's split up by blocks of frantic activity. I'll tweak a few things, then head off to Knott's Berry Farm to burn in the sun while the kids ride on rides too small for me. Then I'll fiddle a few more things, …

7,491 views
JTippetts
June 19, 2017
Doors, Dungeons, MakeHuman, Bug Fixing

 

It's been a little bit of an art push lately. First of all, I started work on a dungeon tile set. Up there is my first stab at it. I created a couple different wall variations, a door and a hex-pattern …

7,063 views
JTippetts
May 30, 2017
The Weirdness of Turn-Based Games

So, lately I've been working on the DoTs/HoTs mentioned in the previous entry, as well as the framework for ground effects: ignited ground, lava, etc... And in the process I have yet again stumbled upon exactly how weird a turn-based game really is; or, at least, one done in the manner in which I a…

3,584 views
JTippetts
May 25, 2017
DoTs, HoTs, Aggro Bugs, Smarter Siege-breaking, Banners

Added a quick text banner on level load, to give the player a hint or reminder of the scenario type. While right now the scenario type is "random collection of enemies scattered across a randomized terrain", eventually I'll have different scenarios such as "boss fight", "base assault", "base defens…

2,281 views
JTippetts
May 19, 2017
Summoning, Healing, Combat Stats

Lately, I've been doing a lot of cleanup and some more experiments with AI. The combat stats system still isn't nailed down 100%, but I am getting closer. The AI revamp is going pretty well. Most of the behaviors are cleaned up, and enemies are now much more effective at traversing terrain using wh…

2,879 views
JTippetts
March 28, 2017
Performance: GC is being made on a potato.

I haven't posted about GC in awhile. I have done work (most of it regarding the combat system) but a lot of the work is still "on paper" as opposed to "in the game".
The performance of the game has been a concern of mine for quite some time now. Granted, my dev machine is not a powerhouse. In truth,…

2,805 views
JTippetts
August 24, 2016
If I were to make Golem now...

If I were to go back and remake Golem today, what would I do? Where would I start? As I have mentioned in previous entries, I would almost certainly use an engine now instead of rolling my own. (Although, to be fair, back then there wasn't nearly the wide range of available engines to do this stuff…

4,003 views
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