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    Sadly I've decided not to go ahead with this game challenge as planned. On Friday I finally finished my corporate year end for tax season and I have the rest of the week booked up. Prior to that I opened a new division for my company around the same time as this challenge and that has taken most of my actual time.... then when I did get free time I wasn't too inclined to sit and work on anything to be honest.

    I did manage to complete a weapon (meh.. wasn't too happy with it due to the time spent) and some environmental assets (modular walls, floors) and textures, but beyond that I would still have to make enemies, texture the enemies, rig the enemies, then program and level test. No way I can do that in 3 days or even a week with my current availability so I'm just going to pull the plug on this one.

    I'm thinking I'm going to just take a break from this all until I get my new business operations settled in. Any future timed challenges (with deadlines) I most likely will not post about unless I actually have some kind of game play video to showcase which means I was able to devote enough time as it's extremely hard for me to predict a steady schedule with work and family commitments.

    Heck! I still have to create my 3D Chess music track as that game has been done since June...

    I'm looking forward to playing other people's entries. Good luck!


  2. Devlog #3- Monsters and Mythos!

    October 15th, 2019

    Connect with us on Social Media:


    Weekly Updates Week 3: More Creatures within Kinfallen Forest

    Here is a showcase of two more enemies you will encounter in the Kinfallen Forest, including a brief description and concept art created by our talented artists: 

    Scavenger: Thought by some to be corrupted descendants of those lost within Kinfallen Forest, the scavenger hunts for trinkets and valuables scattered along the undergrowth of the forest. It carries its belongings in an overstuffed satchel upon its back, clinging to the past memories these items possess. When spotted, they will back away and only attack when threatened, but will become emboldened when other members of its kind are nearby.




    OROpLeCpVLdL5TUgiMhwmcujrWTFSaOn1HEGhFUbyjiDKlxs3YHqCLA_5QUCuGsw99OPTo_ELCu_hGOvJ8GJiFi7j2EsID8CwvhNqFdMBgMOSIKuN4jZjYN8OpfhhbN6ye9L3rFfA subterranean creature of the forest, the uprooter dwells mainly within the vast root system of Kinfallen Forest, digging burrows and creating mounds of soil. Its nose resembles a forest flower, tricking passersby into a sense of security. When a traveler encroaches on its territory, it will jump out of the ground and attack with its powerful claws, sometimes throwing mounds of dirt and rock in defense. 


    Weekly Member Spotlight:

    This week, I metaphorically ‘sat down’ with Arabesco, one of our artists on the team and an incredibly talented pixel-art animator. I asked her about her process and working style to produce such amazing animations for Yami. Thanks again to Arabesco for answering our questions!

    Q: What is your artistic background?


    A: “I began my journey into art very early on - I was around 2 when my cousin drew a cat on paper. Enchanted by the idea of creating something in paper, I decided to learn how to draw. Eventually I began to draw digitally as well and thus became fascinated with the idea of making artwork for a game. For now I am doing Visual Arts as a major in college and will possibly get a minor in graphic design.”


    Q: How did you get inspired to make art for a video game?


    A: “When I was 14 or so, I found out that people could make their own games relatively easily and publish them in the internet. The catch was that you needed to make your art yourself. I did not know about sites that let you use their material for free. So I decided to do game art and thus live and learn, reading pixel art articles and whatnot as well as staring at spritesheets while figuring out how do The Experts do it.”


    Q: How do you animate your art?


    A: “When it comes to pixel art, I use an approach that to an extent is similar to rigging/puppeteering: putting the moving parts in their layers and moving them with edits to maintain consistency. This allows for a faster workflow. Outside of it I tend to do hand drawn animations in krita.”


    Q: Tell us briefly about yourself!


    A: “I am an individual. Living in some south american country, close to the sea, I often either work on the many things I have or just stand there. Menacingly.”


    Q: What is your process for making art?


    A: “I first have an idea. Then I try to think of the many ways to approach said idea. Then I materialize the concept. Once I feel it is satisfactory, I put it out.”


    ~Look for our post Next week where we show concepts for the Yami planet of Raum, and concept art for one of our NPCs~


    Check out our new Website: https://tumultuousproductions.site/index2.html


    Remember to:

    Connect with us on Social Media:

  3. Hello, I am alive. I've actually been split between projects, and I have been a little burnt out, but I am back.

    I decided to not force the player to only have one colony. So that means we need a solar system. In the original game, there was a squad grid that you could choose where to build colonies, and only on specific slots. However, I wanted something a little more modern. A solar system with a hex grid surrounding the planets, and you could choose from orbit where to pick.

    I've spent probably two weeks researching rotation and procedural planets. Shout out to Sebastian Lague and his amazing tutorial on Procedural planets on youtube that I used as a base. I couldn't find any tutorials on grids and rotating a planet, so I've had to spend the past two weeks with trial and error to figure this out, but I've finally done it.


    And it rotates!


    So if I click on a hex, it spins the planet to face the camera onto the hex I clicked on.

    Next step: Make the grids transparent, add some UI to pop up when a hex is clicked, have grid coordinates appear for the hexes, and start building a solar system to explore.

  4. Hello there, it's Adam again with another post about Rank:Warmaster's game systems! This time I'll be talking about bases, buildings and bots.

    Base construction and management is a cornerstone of gameplay. You'll research technologies, extract and refine resources which become the ships and buildings that allow you to explore the solar system, control territory and conquer your rival corporations. But it all starts with the humble construction bot.

    The game's tutorial will start you off with a single construction bot and walk you through the steps needed to build a fully functional base. The construction bot functions as an general-purpose worker; it mines ore and then processes the ore into refined materials, which are then used to construct buildings. Additional construction bots can be made to speed up construction or to expand your reach by starting a new base at another site.

    Your industrial capacity is determined by three buildings. A Mine will extract ore from the ground. The ore is then send to a Refinery to be processed into refined materials. These materials can then either be used by construction bots to create additional buildings, or sent to a Factory to fabricate ships and construction bots. A construction bot will work far more efficiently when supplied with refined materials that it doesn't have to spend the time extracting and refining itself. Excess ore and refined materials can be stored in a Warehouse for future use.

    All of these buildings require power, which is provided by a Generator. The larger the base and the more advanced the buildings, the larger the power requirements and thus more or more advanced Generators are needed. Turret platforms can be constructed and installed with any weapon you can produce and will fire on enemies within range, protecting your base from hostiles. Ships constructed in your factory can be assigned guard duty and will patrol around your base and intercept enemies.

    Last but not least, Research Labs will produce new technologies, ship components and building designs. Each lab can research a separate project, or multiple labs can collaborate on a single project with diminishing returns to speed up the process.

    A large portion of the strategy in base management will come from assessing your current situation and deciding where to spend your time and resources. If you aren't threatened by hostile neighbors, putting more into research and development will give you an advantage over your rivals in the future. If you're anticipating an attack, increasing your industrial output to boost fleet production or building additional defense turrets may take priority.  Building additional remote bases can extend your reach and provide early warning of incoming attacks, but will be a resource drain at first until they become self-sufficient.

    If managing any of these systems is undesirable, there's an AI Manager that can be assigned to assume control. Base construction and research can both be automated to allow the player to focus on the aspects of the game they enjoy.  This can be advantageous as your empire grows, letting the AI manage your remote bases lets you focus on grand strategy instead of minutiae.

    Rank: Warmaster will continue to increase in scope, adding new building types such as sensor towers and dome shield projectors that expand your capabilities and provide new ways to play. Signing off!

    View the full article

  5. A Week in WebAR: London’s Waterloo Station, Porsche, Clarins, EVA Air and a Spider-Man: Far From Home Activation


    A Week in WebAR is a new 8th Wall blog series that highlights innovative brand experiences created by our customers and partners.

    The 2020 Porsche Taycan

    Porsche is running a print advertisement that appears in the September and October issues of German magazine Auto Motor Sport for the 2020 Porsche Taycan, which serves as an image target for a WebAR experience. Once activated, the ad triggers a realistic 3D model of the Porsche Taycan to appear.

    1*sp6qsB6BLZepV-YA2pGckg.png2020 Porsche Taycan

    Users can scale, rotate, change the paint color, and even change the hub caps of the vehicle before being directed to the Porsche website to learn more. Vienna-based digital agency Innovation.rocks is behind the WebAR ad.

    EVA Air Teleports Us to Bangkok

    International airline EVA Air takes us to Thailand with its latest WebAR activation, which transforms a simple print ad into a portal to a busy Bangkok waterway. The full page advertisement appears in the September issue of Fast Company and was created by agency, Tool.

    1*I1rhPHuQ5_3gicu3GgQ06g.pngFast Company (Sept. 2019 Issue)

    The ad itself is actually an image target which triggers a 360-degree video to play, giving the viewer the perspective of a passenger sitting in boat. Since the video itself is immersive, the viewer is invited to peer into the magazine at various angles to explore the scene around them.

    Trainline Activation Takes Over London’s Bustling Waterloo Station

    Trainline, a UK platform for finding and booking train tickets, installed a series of 16 WebAR-activated posters around Waterloo Station which transform into live departure boards when viewed through a smartphone. Produced by digital agency Byte, the AR timetables also reveal a comparison of CO₂ emissions generated by each journey when traveled by a car versus train. Take a look:

    Spider-Man: Far From Home

    In partnership with Walmart, Sony Pictures launched a WebAR activation for the DVD and VUDU release of Spider-Man: Far From Home. Produced by agency Ignite, the activation initially uses the front camera to apply a face filter to the user, then switches to the back camera where 3D drones appear.

    1*oVhxOg1nAWlE8Os4rsd80Q.pngSpider-Man: Far From Home WebAR experience.

    The user is instructed to use voice commands to launch drones and explore their surroundings to collect the data for Peter Parker, MJ and Quentin Beck.

    See if you can complete the mission — give it a try here!

    Enter the House of Clarins

    Cosmetics and skincare brand Clarins is known for the premium plant-based formulas behind its popular line of makeup and serums. With its House of Clarins pop-up in Singapore, visitors had the opportunity to explore activities, learn about products and play an interactive WebAR game.

    1*4EBcixY9riOMAtgvqAkvAw.jpegHouse of Clarins pop-up in Singapore

    Produced by agency Threedom, the WebAR experience highlights the company’s use of natural ingredients by sending users on a mission to capture the exotic ingredients found in Clarins Double Serum. Once the user captures the ingredients, they are sent to learn more about Clarins.

    Try it out for yourself here!

    1*Fvr3iqZZOsHxsHHXW6Zttg.gifOn the hunt for ingredients at 8th Wall HQ.

    Did you try any of this week’s activations? Show us on Twitter 📸 @the8thwall.


    A Week in WebAR: London’s Waterloo Station, Porsche, Clarins, EVA Air and a Spider-Man: Far From… was originally published in 8th Wall on Medium, where people are continuing the conversation by highlighting and responding to this story.

    View the full article

  6. MTO

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    Recent Entries

    I made a few Projects with networking and stuff, also on work i have alot to do with sockets and network streams, so i think and hope i picked a good setup for my task.

    Client Side

    The Client is made with Unity by using its onboard Tilemap and Sprite system.

    I decided for unity because i wanted to be able to reuse code from the server, specially the network code and some stuff.

    Server Side

    Authentication is managed via an extra Authserver that accepts Rest API calls on an HTTPS address, after authentication is done, the client will connect to a World server, the address of this server and some kind of token to identify the client is in the response of the API call.

    The Authentication server is written in C# by using .net Core 3 and ASP core

    The world server is also written in C# with .net Core 3 but without ASP, it shares some database code with the auth server but its an own process.


    the database is curently RethinkDB a Document oriented database that i used for some projects and anyhow like alot, i will see how it performs for that task.

    But i layered all database code to an Interface, so i could replace the database to any other DBMS, specially if its also document oriented it should be very easy to implement.

    The communication between the client and the world server is done with LiteNetLib, because its works on .net core and also in Unity.

    currently the netcode is not so well layered of the game or server code, but switching to another network library should also be possible as long as i can write and read bytes from/to the stream.

    I dont use any object serialisation for the netcode, because im just not a big fan of all that metadata coming through with serialized objects.

    Full authorative Servers

    Any player action is executed on the server, so if a player losts connection he cant do anything.

    If example a player wants to move from A to B, then just a message preamble and a position is being transferred, and the answer is that the Player Entity is now moving from A to B, if this is even possible.

    Same with buy, sell and any other player Actions.

    World Servers

    Each world server represents a Game world that can be imagined as a continent or a big Island

    If you travel to another continent (by ship) then you technically connect to another world server.


    here some image that i just made in mspaint:



    I'd like to start this post by saying - This week has been absolutely insane! In just over a week's time since the last DevBlog, we've reached over 100 members in our Discord community, added three new team members to our team at Venatus, and broke ground on terrain generation... successfully. Yup! You read that correctly. We have actual world generation, in Nightfall, in less than two weeks and this time we'll have actual gameplay to share with you! In a big part, this is due to some of our additions to the team and the hard work that the entire team has been putting in for all of you in the past couple of weeks. Combined through Discord, our posts here on GameDev.net, Twitter, and Patreon, there are over 1.5 thousand people who are interested in Nightfall. This is an insane number, especially after the short amount of time that we've been at this... and it's going up every day. This is a driving force for us and the support people have shown us is inspiring! We are super motivated by the engagement we've had with you guys and are loving hearing your suggestions and answering your questions on the Discord! 

    Now with all that said, I'm sure you're all looking forward to hearing more about how Nightfall is coming along, and we can't WAIT to share it with you. In today's DevBlog, we'll take a look at some more concept art for features and biomes, discuss terrain generation, take a look at some of the new models and art for Nightfall, learn more about all of us over here in the Dev Team, and get a first look at the Nightfall pre-pre-alpha gameplay! Wow! That was a mouthful. That's enough of an introduction, let's get started!

    What is Nightfall?

    We discussed this last DevBlog, and we'll keep it brief, but in case you aren't coming from our Discord or our previous DevBlog on GameDev.net, here's the gist of what Nightfall is all about.

    "Nightfall is a block/voxel type game being developed by Venatus with influence from Minecraft, Castle Miner Z, and other predecessors. It is a base-defense open world sandbox game that pits you against dynamic and dangerous enemies along with other players. You can work together or go it alone to try and survive the harsh nights of Nightfall. The game is an open world sandbox where Players can do whatever they want. To survive, players will need to gather resources and construct a shelter. However, when night falls, things get much more difficult. Players will need to defend against difficult dynamic enemies and survive to the next morning."

    Yes, that's the same blurb as last time, and if you want more information than that, click here to head over to our Discord or here to read last week's post for more information. I don't want to bog you down with repeat information, so this is the last time we'll add this basic description of the game to the post. Yay!

    Biome Concept Art

    The Badlands


    Take a look at this beauty. Another incredible concept piece by Crimmy. These are the badlands, and yes, they're bad to the bone. No literally... You'll actually find large skeletons here of creatures that may have roamed the land. This is a pretty unforgiving biome, but the terrain generation here will be miles different from anything you've seen before. We're aiming to have huge spikes (as seen above), large skeletal remains, and sheer cliffs that drop far below. The consistency of the rock/stone you'd find making up these spikes would be that of volcanic rock. A good way to picture this biome is to take a look at this scene from the Lion King, and add some more pointy outcroppings of rock. 

    Unique biomes like the Badlands are something we are working hard to implement into our world generation. We have a LOT of new mechanics to our world generation that you probably won't be expecting, and we can't wait to share more of them here. Our goal is that exploring the world of Nightfall will not feel monotonous or empty, and that you'll be rewarded with fantastic sights and new materials for your travel. This applies to our surface world, but also the depths below... but that's for a future DevBlog!

    Door and Entrances

    Who doesn't like to make a dramatic entrance? Say goodbye to the days of doors that are two blocks tall and one block wide (although, we will have those as well) and hello to the grand entrances of Nightfall. We're currently working on a concept feature for larger doors and entrances in the game. This means doors, hatches, and gates that are not just you usual proportions. Crimmy took some time this week to concept out a bunch of possible entrances you may see in Nightfall. We want to allow for you to not have to limit your doorways to be a certain size. This will make allowing creatures larger than the average human into a building easier, but also make for more impressive builds. We're also planning on incorporating it into our dungeon system to allow for epic entryways into the horrors of Nightfall.

    Barn Doors (Sliding)


    Still don't understand what I mean? Take a look at these sliding barn door options. If you have a barn for your livestock, it may be smart to use these doors to seal the barn up during the winter, but still allow for animals to pass through easily when it's time to take them back out for the warmer weather. These doors not only look good, but they'll actually have functionality as well. And just like in real life, these barn doors may be higher than your head compared to the average sized door. Speaking of average sized doors...

    Other Door Types


    Nightfall is not without those either. Here's a concept for a more reinforced door and even a jail door in case you want to lock up your friends or even your enemies. We're open to suggestions for all of these doors or even individual features for each method of entrance. Should the jail door require a key? Can the flaps on the reinforced door be opened to pass items through or take a peek at who is there? You tell us! We want to have unique options for the player that provide both use and visual appeal.


    Take this garage type door as another example. A player might be able to grab this door and pull it up for a vertical entryway. This might take up less space and would be a good way to take or move larger things out of your base. It also looks pretty reinforced. Imagine gearing up with your squad and popping out of one of these babies to take on the approaching horde. 


    Don't worry, we didn't forget dungeon doors either. We want to have unique entrances to some of the larger non-player built structures as well. These could be harvested by the player after completing the dungeon to be used in builds or as decoration, but would also provide a certain vibe to the entrances of a crypt or a foreboding castle. We have a lot of plans for our dungeons, but that's something we'll touch more on in a later DevBlog. 


    In the image above you can see some concepts for fences (A, B, D) and fence gates (C, E). Obviously there's still a lot more ways we plan to take these structures, but this is another example of the variability we want to provide for you in the world of Nightfall. 

    Trapdoors, Hatches, and Other Entrances


    Coming in last but certainly not least for our entrance concepts, we have hatches, trapdoors, and other cool entrances. In image A, and B, we've got some concepts for a different kind of hatch -- traps. These could consist of spikes or launch pads and be used on players, enemies, or maybe even other things. The player would be able to conceal these in a hatch similar to some of our trapdoors which is why we included them here. In Images C, D, and E, you can seem some examples of wooden hatches/trapdoors, and in F, G, and H, you can see something similar done with stone. Specifically if you look at image G, you can see that we're currently tossing around the idea of doing some more hidden entrances as well, like the fake rock.

    Once again, these fantastic pieces of concept art were done by our very own, Crimmy. We actually worked on these while answering questions on our brand new Developer Twitch, which you can check out here. I'll talk more about this at the end of the DevBlog, but we'll be doing more live streams here in the future where we work on Nightfall, answer questions, and hang out with the community!



    This week, Alde spent some time working on some placeholder tools and weapons for us. Unlike your typical block game, Nightfall has a lot of unique tools. While Nightfall does have your basic four (Shovel, Axe, Pickaxe, Sword), don't limit your thinking to just the generic set. We're working on some concepts for other weapons, tools, and equipment that can be used for various purposes. We will have various tiers for the tools/weapons depending on the type of material it is made with, and ways to increase their strength, efficiency, and ability. This is something we'll talk about more in a future blog post. Pictured above from left to right, you can see our placeholder model for a; Shield, Spear, Sword, Knife, Hoe, Pickaxe, Hatchet, and Shovel. Keep in mind that these are just placeholder models that we'll be using while we develop the functionality of these weapons and tools and that eventually the actual model will reflect what tier you are using. What this means is that basic tools will app ear more primitive while higher tier tools will be much more refined. Take a look at some of these placeholders closer up below;



    Well, well, well... the moment I'm sure you've all been waiting for is here! How far along is the gameplay in Nightfall? Let's take a look. 


    But first, an important disclaimer. What you're about to see is a pre-PRE-alpha version. There's plenty of bugs and a lot to be done, but we're showing you this now for two reasons. The first reason is the initial promise we made to ourselves and to you of being honest developers. This is truly where we are at in the development process, and we want to show you. The second is -- we're proud of what we've accomplished in such a short time and want to share it with you all who have been asking us every day for the past two weeks how much progress we've made. Is this the complete game? No. Is it a start? Hell yes. In less than two weeks we've created a fairly robust world generation system that's getting better every day, and are already able to do so much of what we thought would take us months to accomplish. This is a good sign and this is the foundation for us to create Nightfall on. Back to the disclaimer, however. Please remember that anything you see here is subject to change and is NOT A PUBLIC build. No, you can not yet play the game, and when a build is ready for public testing we will first release it to our Patrons over on Patreon. With all of that out of the way, here is what we've been working on.

    World Generation


    For starters, we've been tackling arguably the largest beast first, world generation. This past week, Jacob and Owen spent time on implementing the world generation system into Nightfall. Right now, we're focused on the basics, which is making the world appear, be modifiable, and save the modifications that players make. We're making sizable progress with this and getting closer and closer to being able to implement complex biomes and terrain. Right now, we've got a few basic blocks like grass, dirt, stone, and sand implemented into our generation engine. We also have a rudimentary form of water, but there is still quite a lot of work to be done in fluid physics. The world generation system is already nearly infinite in the same sense that Minecraft is, which is an impressive feat in itself. 


    Over the weekend, Jacob and Shelby really cracked down on getting our current gameplay builds and world generation builds merged together. At this point we've successfully implemented both of those and are working on stabilizing everything and making the terrain and player flow smoothly. We did have some issues with terrain clipping and weird generation at the start though that ended up being quite... interesting.


    (This GIF is from a very early build that is now vastly out-dated. Textures in this video are not ours and were purely for testing, we now have our own textures as shown previously)

    Overall, the entire system is built to be heavily expandable and within the next few DevBlogs we're hoping to share more biomes and world generation both surface and underground! We have some custom textures on the blocks in our world now which you can see in some screenshots or below, although they're very tiny here.


    We're currently deciding what size our textures will be (16x16, 64x64, etc) so if you have any opinions or suggestions, let us know!

    The Player 


    Our original alpha player you might have seen pictures or clips of is now dead. Long live alpha blue... He is now a Discord emote! His replacement who is still unnamed is now being implemented into the game. We're not entirely sure the direction we want to take character creation in yet, but we've fallen in love with this goofy blockhead made by Trevor! He's making his way into our current build and we're working on some new animations for him.



    We're working on a First Person Perspective AND a Third Person Perspective for Nightfall. You can check out the basic implementations of both of those below. 


    2045088195_Nightfall2019-10-1400-17-52-460.thumb.png.900f191ded3eeae239522cfb427b6931.pngOur Player's arms are still a bit goofy in first person, but we'll eventually have them nicely swing into view when you're walking or running! Alex is working on some new forms of movement for our character which we'll get into in a future DevBlog.



    Yup! You heard that right. We have basic Multiplayer functionality already working pretty smoothly! (Ignore my terrible apartment WiFi ping.)

    You can do quite a bit already as the heart system and breaking and placing blocks are both implemented in their early forms.

    Here is the first ever... uh... "special" statue built in Multiplayer Nightfall. We've made quite a bit of progress here and all of this is synced up between players.



    Overall, Multiplayer is doing very well in early testing and we are super excited for what's to come!

    Health System

    Check out this graphic to learn more about our health system. We've taken inspiration from some of our favorite ways of doing health and combined them to make our own unique form of health. 


    Hearts are measured in half heart increments and you can go down to one half of a heart before dying. You may have noticed some hearts in the top left of some of the screenshots we've shared. This is the basic implementation of our Heart System which you can read more about above. We've actually changed the way these hearts look from the screenshots and the placeholder to be a new design by Trevor.


    Here you can see a normal heart, Golden Heart, and a poisoned heart.

    Profiles and Friends


    In Nightfall, we're working on a non-gameplay related system for you to show off your stuff. We're planning to have an in-game area to view your profile and see all of your statistics and achievements all in one place. We will also have some cool collectibles called profile tags that you'll be able to showcase here.

    Profile Tags

    Profile tags are basically badges for your profile page. Imagine Pin Collecting at Disney world -- yeah, that. You'll be able to earn them through in-game achievements, reaching statistical milestones, events in-game and on Discord, and other ways like supporting us on Patreon. These are purely cosmetic and are more for collecting than anything else. They have NO effect on gameplay. You can actually earn one of these future profile tags right now through our Pioneer program on Discord. Go check out our community server on Discord to learn more about it! Congrats to those of you who have already earned your Pioneer title!


    Another thing we would like to incorporate into the profile system is friends. This mechanic would allow you to add people you know in real life or friends you meet in game for ease of access in joining their games and seeing their profile pages! This is a great way to keep track of all of the people you meet and check out other people's profile tag collections!

    Dev Spotlight

    A new segment in the DevBlogs! Each blog we'll be spotlighting a different member of our Dev Team here at Venatus! This will give you a chance to learn more about us and see that yes, we're human too! 

    This week's spotlight is...



    Jacob is a new addition to our team this past week! We're super excited to be working with him. Jacob has really spear-headed out terrain generation over the past week and came onto the team with a lot of world generation experience. If it was not for his previous hundreds of hours of hard work, Nightfall would not be as far along as it is today. Jacob is 22 years old and has been working in Unity for over four years. Before that, he was active in the Minecraft Modding community and developed multiple modifications to Minecraft. This is where he initially started his programming journey as a middle school student. He enjoys playing Minecraft, in which he has thousands of hours, and also likes to hop into the world of Dark Souls. Currently, Jacob is working on a system of layering chunks that will allow us to do some pretty nifty stuff with our terrain generation vertically! If Jacob could add anything to Nightfall, he would like to dive more into the complexity of chaotic bosses in the game.


    Development Streams (Twitch)

    Some of you may have caught our previous development stream on Friday, which you can re-watch most of here. We're planning on doing a lot more of these Development streams in the future so you can watch us model, program, draw, and create the world of Nightfall. We'll do lots of Q+A sessions where we answer your questions about the game, and in the future we hope to do streams of actual gameplay showcasing new features or updates. We might even do streams where we play with the community some day! Here's hoping! If you're interested in watching these streams, go ahead over to our twitch by clicking the link below and give us a follow so you're notified when we go live!


    Discord, Patreon, and Social Media



    Use the link above to head on over to our Discord. This is the absolute BEST way to communicate with myself, any of the Developers, and the community. We have dedicated areas for you to suggest features, give feedback, learn more, and most importantly - ASK QUESTIONS (and get an answer too!) This is the easiest (and free!) way of supporting us and we are so happy to see so many of you already taking advantage of this by joining, talking to each other, suggesting features, and grilling us with questions! It's been great!  

    We already have over 100 members in our Discord community! Incredible!



    Honestly, we're new to the whole Patreon scene, but you can pledge to monetarily support us monthly here. We do have various tiers of support that each provide unique rewards like special roles on our Discord server, access to even more direct communication with Developers, and of course, eventual early access to the game to help us test. You'll also get bonus development content and an even closer peek into our development process directly through Patreon and Discord when you subscribe! We've already posted a lot of extra content on our Patreon!

    Thank you to our current Patreon supporters:

    Patreon - Nedac16




    This one is pretty simple. It's just Twitter. If you click the link, it'll take you to our page and let you follow along with what we do there. We'll share similar content updates there along with more information or if we're ever looking for help. Click the link and give us a follow if you're feeling generous and help support Nightfall!



    And night is upon us...

    As you can see it's been an absolutely bonkers week since our last post. We are through the roof with the progress that's been made in our short time working on this project and are looking forward to the next few DevBlogs where we'll really begin to show off what Nightfall has to offer. However, a word of caution there. This upcoming week is a very busy one for the team outside of developing Nightfall, so there's no promises on a DevBlog post next week. We'll let you know what our schedule for the next post is looking like over on our Discord, so come join us and keep your eyes on the announcement channel for more information. 

    We have a brief survey and would really appreciate if you took the time to fill it out! Click the link below to check it out! It won't take longer than a minute! Thanks! 


    Well, it's getting dark and night is falling, so we better get going, but we'll see you sooner than you think! ;) 

    Thanks for reading!



    VG Jack and the Venatus Team



  8. #IWantToBeAnNPC (I Want to be an NPC competition)

    Ever wanted to be a character in a video game. Not just be able to create a customizable character but there actually to be cannon characters who look like you? Young or old, black white Asian, purple pink hair, you!

    To celebrate the upcoming release of my first publicly available game #Frostbite you are going to have a chance to be a character in the next game #ScaryMermaid. I need a lot of characters for it and I want to ask you to be one of those characters. There are going to be 12 slots with a different way to win each month till the game comes out.

    For the 1st month(November) the challenge will be to upload a video of yourself playing or reviewing #Frostbite with a short description of yourself or the character you would like to see in #ScaryMermaid. There will be a vote. The person with the most votes wins.

    Well I’m sure you’re curious what will you actually win? Well

    • A character who looks like you in the game with your name or the name of your choice
    • You will get to do the voice acting for the character
    • You will be featured on my blog
    • A copy of #ScaryMermaid when it comes out
    • Your name in the credits of #ScaryMermaid
    • A specialized piece of promo art featuring your character
    • And possibly additional prizes

    Stay tuned for the launch of #Frostbite and additional details.


    The post I want to be a character in a video game! appeared first on Gilded Octopus.

    View the full article

  9. Hello and welcome to this weeks dev diary!

    Today I'll show a couple of ways to slice up your images into smaller portions, one that doesn't require any plugins and one that need you to download a script.

    The following tutorial uses the default settings for GIMP, just like a fresh installation with no previous installations that might have retained some of your old settings.

    The GIMP Version is 2.10.12


    The Manual Way

    Slicing the image manually can be really work intensive, depending how many parts you want to slice your image to and is by no means an efficient way to do it, but will suffice for anyone who wishes to divide their image to 4 x 4 tiles or less.

    1. When you have loaded up the image you want to slice into smaller pieces, go to image > Guides > New Guide...



    2.a When you click on the "New Guide..." the following box appears.


    2.b Now you have to do some math and divide your image into as many parts as you want. You have to do this both horizontally and vertically as many times as you need guides. For this tutorial I'll make the image into 4 x 4 tiles, meaning 3000x3000 pixels in size, as per 12000 / 4 = 3000 - this means that I need to space all the guides 3000 pixels apart from each other, adding 3000 to each position.

    i.e. the first guide to 3000, the second guide to 6000, and the third guide to 9000.

    3. After you have added your guides, your image should look like this;



    4. Go to Image > Slice Using Guides - Click it and GIMP will divide the image for you into separate images and switch your view to the last piece. The original image will still be intact.



    GIMP will use the same filename that your original file has, but add to the row and column number to the end of the name, like seen in the above image filename, on the top right corner.

    Original filename in this example is; M5213A-texture-12000x12000.png

    The last piece has an addition at the end of it; M5213A-texture-12000x12000-3-3.png

    The below image showcases how GIMP organizes the tiles. First number represents the Column and the second number represents the Row;



    5. Save each image separately, by going to File > Export As... (or using shortcut of Shift + CTRL + E). The file extension is the same as the original file's, so no need to change any setting when saving the files. The default export path is the one that the original image resides in, so you may want to create a new folder for the image slices.


    There is also several plugins that helps with saving multiple tabs in GIMP.


    The Much More Automated Method

    1. First, download these plug-ins;

    2. Install both plugins into C:\Users\"Your-Username"\AppData\Roaming\GIMP\2.10\plug-ins

    Note that the "2.10" folder is the version of the GIMP you have installed and will change after each update that changes the first or second version number.

    Now your plug-ins folder should have these files.



    3. After opening GIMP and your image file, remove the ".png" from your layer name. This will ensure that the "Export Layers" plugin names the layers correctly.

    4. Go to Layers > Tiles > Split tiles (by rows and columns)...



    5. Choose how many rows and columns you want, no need to change other settings, unless you want to specify different naming schemes. Read the plugin instructions for more information on that.


    For the purpose of this tutorial, I will be splitting the image into 4 x 4 tiles, just like before.

    By default, the slicing process named the files with the same logic as GIMP, the first number represent the Column and the second one is the ROW. The only difference is, that the plugin starts the numbering from 01 instead of 00, that GIMP starts from.

    This can be changed in the settings how ever, if this is important to you. To make the numbering start from 0, change "{column1:02d}-{row1:02d}" to "{column0:02d}-{row0:02d}".


    6. Press the "OK" button and the plugin will change the image into separate layers.

    7. Go to File > Export Layers...


    Choose the folder you would like to save the images to and your preferred file format. After you are done, click "Export". The Plugin will save each layer as a file and depending on the size of your original file, this could take some time.



    For my needs, these plug-ins are gems. I'm just surprised how come GIMP does not include these kind of functionalities out of the box. But then again, open source programs tend to rely more on community to add more functionality to the core program in the form of plug-ins and scripts. One thing that should be a out-of-the-boc functionality, is the "Save All" option for saving all open documents easily and fast.

    Hope this was of use to you and I'll see you on the next one!

    You can check out every possible mid week announcements about the project on these official channels;

    • YouTube • Facebook • Twitter • Discord • Reddit • Pinterest • SoundCloud • LinkedIn •

  10. Descenders is live!
    The latest update from Descenders is live, which officially includes modding functionality powered by mod.io.

    View the full article

  11. Playing around with couple of different concepts trying to create some fearsome monster, after all attempts I ended up with this rabbit-like creature. Of course it hust an early concept, because now I just testing some options to find wich will be the best




    Here is more shots: https://www.artstation.com/artwork/9eryLR



    Welcome to our twenty-sixth blog post!


    In this post, we’ll be discussing the Drake, a creature skilled in ambushing, whom requires one to focus greatly, in order to be adequately prepared for when it does strike.



    Hunting it is large part of the battle- it does not always simply charge, attack, escape. Its much more crafty. It waits for the moment to strike. Which can come at any time- during a fight, or simply standing at the ready.

    The mechanics based around this fight is that we desired a boss which would strike somewhat randomly, while one is exploring the land. It can either be relentless, attacking repeatedly and predictably, or escape for a while, not to strike again until it has been discovered. Discovery is not predictable- its long vision ensures it will come at random times, at a random angle. Sometimes, it can’t even be found at all, and you’ll have to search for it. As we begin to expand our Research system, we imagine this boss will be more on the optional side, yielding good rewards should you choose to chase after it.



    The Drake’s movement is quick and forceful, aiding its ability to escape. While out of view, it becomes invisible, and hard to detect easily.

    As such, utilizing the land around, and your array of warriors to surround this creature is the best and most fundamental strategy for defeating it. It relies on continuing its momentum to break through a wall of units, but a strong surround can end that.

    FreezeGif 1


    An even greater method of keeping it at bay is to freeze it in place. The Apprentices of Water plays a key role here: its Water Bolt spell roots a hit foe to their location for a few moments, stopping it completely. This can play a great role in surrounding, and keeping it from escaping.



    The Drake’s main method of escape is its teleport- a long cooldown spell, but with great range. This allows it to rapidly escape from any unfavorable engagement, to return again later for a more favorable one. It can even outright vanish with this, to somewhere far away outside of its normal aggro radius, forcing player to hunt it further.



    Thank you for viewing our post! Support and interest for the project has been rapidly growing ever since we began posting here, and we're incredibly grateful for all the wonderful feedback so far! We hope this project interests you as much as we love developing for it, and please look forward to more updates coming in the very near future!

    If you’re brand new, consider checking out our trailer and overall description of the game here.

  13. At this point, I am shocked I have gotten this far. I keep having issues, I keep solving them, and it keeps moving forward. Un-freaking-believable.

    I set up a todo list 31 days ago, and got most of it knocked out. I figured, this would be a good time to square it back up, tack on some more , and get it going. Maybe not so long of a list this time.

    So a few things still not added, including a camp fire, a shelter, and the fauna jake had laid out in design. We know combat works ( still, the sand snakes still exist ) so I am not to concerned about it. To add camp fire to the items buildable, I realized we need to have items have a ‘burn’ type variables, since a fire could break out due to lightning or whatever ( no idea what else, but its a thing ) . And for a shelter, it occured to me that needs to be a section in the items base script – things like, is it a sleepable shelter, how many items can it hold, which then brings up the fact that I need another inventory type panel for shelter/storable , so like a holding chest.

    So lets get it on, here is the todo list for the next few weeks:

    1. Limit searching for items by “hand” ( no tools ) by adding to the list of regenerate-ables.
    2. Add “fire” – like variables to Item_Object
    3. Create a “camp fire” item, that can be lit with a “bow drill” item
    4. Add “Shelter” item to sleep and store items in
    5. Add Fauna in Jake’s design ( 3 predators )
    6. implement animation for weapons (maybe consider collision for combat instead of the current tile system)
    7. implement missle weapons ( spear, bow and arrows )
    8. Add Tutorial stuff to MWC ( message window controller ) as well as intro text, and other texts
    9. Disaster: Lightning strikes caused by storms, starts a fire
    10. Disaster: Earthquake, shakes screen, causes damage to player ( and mobs ) and could destroy shelters
    11. Disaster: Volcano caused by Earthquake rises and flows lava, lava starts fires and causes damage
    12. Disaster: Flooding caused by long rain storms, rises waters and destroys shelters

    View the full article

    • a mathematical framework for more consistent layering of bump/normal maps using linear surface gradients
    • shows the problems with reliance on vertex level tangent space in existing techniques
    • how to express existing methods in the new framework
    • including source code

    • high-level system discussion of a retro GPU emulation implemented in Vulak compute shaders
    • implementation details are discussed in the presentation
    • using Subgroup and async compute for further optimizations

    • new RenderDoc version allows explicit GPU playback selection
    • improved SPIR-V reflection, performance improvements
    • more extensions and feature levels supported for Vulkan and D3D12

    • proposal of approach for rendering layered materials
    • layers are defined by anisotropic NDFs on varying tangent vector fields

    • the post describes the perspective from Stardock on D3D12/Vulkan vs. D3D11
    • new possibilities but also many more problems
    • performance improvements with D3D12 need to be balanced against the higher QA costs compared to D3D11

    • proposes a real-time solution to rendering unstructured point clouds
    • combination of temporal reprojection, random point selection, and GPU vertex buffer shuffling

    • provides an overview of the foundations of denoising techniques
    • expands pon the basics to explain how more complex schemes are constructed
    • how to consider denoising as a building block for several different problems

    Thanks to Graham Wihlidal for support of this series.

    Would you like to see your name here too? Become a Patreon of this series.

    Read more

  14. I've worked through loading of cut-scene data from the JSON files, and am now figuring out how I want to load cut-scene assets.  I'm mostly typing up this blog entry as a way of documenting this to myself.  Cause thinking through this is a little bit hard. 😓

    When you hear "cut-scene", you might be thinking that I'm just going to play a video file before each level to provide some narration.  Nope, I wanted to make use of the game engine instead.  Cut-scene definitions are kind of like scripts that indicate which map to display, have the snake move around the map, make things appear, etc. on a timeline.  My hope is that this will make cut-scenes feel like you're part of the narration...  Many games we play will pre-render video files, often looking way better than the game itself -- I've always felt like I'm being taken out of the game when this happens.

    In my head, the opening of story mode will show the snake moving through several areas before reaching the first playable map.  Background music will play, some narration occurs, and then the game begins.

    Anyway, the challenge I'm facing now is that I decided to allow cut-scene definitions specify as many maps as the level designer chooses.  Currently, the "StoryLevelAssetBundle" class I wrote only allows for the level's main map and its textures to be stored.  I now have to expand that to store multiple maps across potentially up to three cut-scenes (one played before the level, another if the player loses, and another if the player wins).  It's also possible -- even likely -- that the same textures will appear across those maps.  It's even possible that the same map could appear several times.

    So here's what I figure I need to do...  Note that I'm using the phrase game map in an attempt to distinguish it from the C++ unordered_map.

    • Loop through each cut-scene's event list to find all the references to game maps.  Load the game map definitions for them, probably keeping them in a std::unordered_map, keyed by game map filename.
    • It's probably still best to keep the level's playable game map asset separate -- during game play we want it easily accessible.
    • Loop through each game map definition, in order to load all the game map-related textures.  To avoid loading the same texture multiple times, keep all textures in a std::unordered_map, also keyed by game map filename.  If a texture has previously been loaded, we'll now know.
    • While looping through the game map definitions, we can also store the floor and barrier texture references in separate std::unordered_map's, keyed by floor or barrier ID.  However, the values will be pointers to the sf::Texture objects previously loaded.
    • I believe the game maps used within cut-scenes will need to be in a nested container structure.

    Now that I have that written down, time to implement it!

    I've worked out in my head exactly how the silly "Adam's Revenge" story will go, and I'm really looking forward to getting over this hump of being able to play opening cut-scenes before each level.  We have our Thanksgiving weekend here in Canada, and this is how I'll be spending it (well, the non-family part of it at least). 🤣 

    The fate of the world is in your scales...


  15. Good day to you! Welcome to this new Weekly Updates blog entry! Last week was, overall, pretty packed. After a short strategy time, I managed to come up with a plan that I think will be more impactful than before. So without any further ados let's get this thing started, shall we?


    The main theme of this Weekly Updates post is probably platforming. Players could always jump but, so far, these were mostly used as a defensive technique. These were really helpful for range players but literally useless to everybody else...

    To fix this, I decided to sprinkle the levels with a bit of platforming. Basically, some tunnel rooms will now spawn stairs. These will, in turn, lead to platforming challenges that'll reward players with good-old-fashioned loots.

    Similarly, I'm also planning to have hidden shortcuts scattered around too. The idea is that some normal rooms will contain super secret stairs under breakable props that will allow the player to skip some rooms. The difference here is that instead of loots these will open up to an exit.

    Platforming Challenges

    Each platform challenge will be created by hand. To spice it all up, there'll be level-specific challenges as well as generic ones. When generating the level, those challenges will be randomly picked. Some challenges can also include a puzzle to solve.

    These challenges will be composed of several platforming elements. The idea is above all to offer a lot of diversity and to propose several unique challenges while simplifying their conception.

    Let's take a look:

    Moving Platforms

    First, let's look at moving platforms. These types of platforms move along a predetermined path. Most of the time, this type of platform moves linearly from one point to another.

    Players can, with good timing, jump on it to enjoy a free ride. At any time, players can land from them by jumping or simply dropping them.

    Some platforms will move rather in a cyclical movement (for example, making circles or following a predetermined circuit). Players must, therefore, time themselves correctly and use these platforms to their advantage.

    Rotating Platforms

    Secondly, there is another type of platform not very different from the previous one: the rotating platform.

    Basically, they are functionally identical to moving platforms. They too allow players to enjoy a free trip. However, unlike mobile platforms, they rotate rather than move.

    Some turn on themselves and others turn on different axes. They can also rotate at different speeds. Therefore, players must again use timing while dealing with them.


    Finally, here is the last one: the ladder.

    Ladders are, like in real life, practical tools for reaching things that are normally too high to access.

    In the game, players can climb ladders by simply approaching them. Once mounted, players can now move both vertically and horizontally on the ladder. Players will automatically dismount the ladder once they reach any of its extremities. To rapidly drop from a ladder, players can press the jump key. This pushes players off the ladder.

    Since the game takes a first-person perspective, ladders behave almost identically to those found in Source Engine games (Half-Life, Counter-Strike, etc.). Thus, players are free to look anywhere they want while still being able to freely use any ladder.

    That's about it for platform challenges. Here's a video showcasing a placeholder simple platform challenge:



    Secondly, I've managed to refine puzzles and add a new puzzle piece. There are still two types of puzzle pieces but now there a new sub-type of the pressure plate.

    Now there are two types of pressure plates: round ones and square ones. The idea is to have two distinctly different models for two different types of pressure plates.

    The round pressure plate acts like your typical button. This means that once it's pressed down it stays down.


    The square one needs constant pressure to stay active. Usually, players can use some kind of weight (like a pushable block) to keep it on while solving other puzzles.


    Minor Updates

    • Added some pressure plate animations and transitions
    • Remapped puzzle pieces UV maps to use different tints
    • Changed most puzzle pieces shader to offset UVs to vary the model's colours a bit.

    Next Week

    To be honest, here, I'm hoping to really get it going with platforming challenges and puzzles. I really want to get these things started and see where this will go.

    Aside from that, it's your usual suspects...

    Otherwise, I'm still constantly thinking about what to do next... It's been so long without any conceivable revenue and perhaps it's time to do something about it. 

    What it is is still unsure. Perhaps it's to either create some kind of Kickstarter campaign or something alike... Perhaps it might even be taking a bit of work on the side to stay afloat. I really need to think about it because any false move could put the game in a bad position. I really believe in what I'm working on right now. It has a very unique approach to Vaporwave that I haven't seen a whole lot of. Usually, designers stick with either neon colours on a dark background or retro PSX aesthetics. However, I didn't see any love for Memphis Desing nor 90s design. This really makes me think that I'm on to something.

    But anyway, let's try to make it work in the first place!

  16. (I have been asked about my limited writing here, and the reason is simple: My dad died in February, only a week before my birthday, and I have been... 'less' ever since. Hopefully, I am now getting back into some level action now. Hope my content will start to interest people again!)

    I have a problem. In fact, I have a *cluster* of related problems. One is perfectionism, in that I hate publishing anything as finished unless it lives up to some ridiculously high standards. Another is that I cannot work on something without getting an avalanche of constant ideas that could improve it. Those two sort of play off each other, driving me insane with anything that I am the sole authority over. Most people likely recognize this; it is the bane of many creatives.

    I am trying to solve this problem these days. I recently got back into writing the final draft of the first Embassy of Time book(s), and I have accepted that I need a new kind of structure. I'll leave the writing structure to my Tumblr blog and the like (social media is still chaos to me), but I found a way I might break the back of the problems I have with developing games. I call it Play From Zero.

    Think of any game you would like to develop, but have not yet started work on. Imagine a line going from 0 to 1, from nothing to a complete product. This is my and anyone's usual view of it. Finish the product, then publish. Maybe a WIP / Early / Alpha version on the way, but those are just 'test versions', not something 'complete'.

    What if the developer cut that imaginary line into microscopic pieces? What if every bit of programming had to leave a complete product? I'm not saying you should have complete AAA games done in a few hours. Instead, everything you do should make a small, but worthwhile, change in your game. After a 5 hour programming session, you have a tiny, simple game. After the next 6 or 7 hour session, that game has a new feature. It's not a WIP, it's a better game, fully playable. Complexity is built along the way, as tiny 'micro-features' stack up.

    Of course, you can plan a complex product in advance, but whenever you actually do anything, you're aiming for a tiny, but worthwhile, expansion on your game. You need to finish the game every time you work on it. There is no "this will be cool when I finish it... some day"!

    It's a thought. I have not yet started down this path, because I need to focus on some writing and animation first and foremost. I have pulled together enough money to dedicate 2020 to my work on The Embassy, and I need to plan more strictly than ever before to make the most of it. That means spreading myself less. But I hope to soon starting my first Play From Zero project, and hope a few in here will pay interest and give me  some good, honest feedback on not just the game at any stage, but the idea of a growing, organic, and most of all playable product.

    Does this make sense? Tell me in the comments!

  17. ricvalerio
    Latest Entry
    Finally added the concept of "faction". New video will come out on this and the impact on the game, at my channel, which you should follow and share if you like it's content! *wink wink* 🙂
    Factions, as they are implemented, are very flexible, and indeed can be used for more than the typical 2 sided factions, or reputations. I could create a faction for a wolf and make it ally to the Thugs and hate players. Or I could temporarily make an enemy player neutral, or ally, for the purpose of a quest. I am quite satisfied on how it turned out, and this has a huge implication on the game, including spells, combat, instances and quests. The first immediate impact was that now there was indeed friend or foe, whereas before everyone was friendly and everyone could be attacked. After that, I updated the spell system and editor to support targeting allies or enemies, and other targeting capabilities. As a result, I can now limit Fireballs to only be used against enemies, and Heal only allies. Since I had to update the spell system, I am now also working on adding location targeted spells, like as blizzard, meteor shower and so on, that can hit only enemies, or allies if it's a benefitial spell. Let me know your thoughts.
  18. Hi there !

    Today I would like to share the preview for my huuuuuge "Outdoor Atmospheres SFX Pack", soon available in the Untity Asset Store and the Unreal Market place:

    Don't forget to check out my website and subscribe to my newsletter to get some really cool free sounds all along the year: www.ogsoundfx.com

    And also check out my Patreon page and see all the goodies you could get all the while helping me out: https://www.patreon.com/ogsoundfx


    1. I have not been developing games lately

    2. It has been very freeing

    3. I have been doing a lot of home improvement projects

    4. Hopefully more game development in the future

    5. That is all

  19. Last month I posted a tech demo for my game. Only a handful of people played it, but the ones who did gave me some useful feedback.
    Background music and sound effects is high on the list. I haven't implemented any audio yet.
    I'm currently talking to a composer - with a little luck he will be able to create something nice.
    If I get around to working with audio before that happens I will be putting in some free or cheap assets to get a feel for the workflow.
    The composer pointed me to fmod - it's worth taking a look at.

    Audio/Visual feedback:
    It wasn't immediately apparent when items dropped, or that you could click on an NPC to talk to them.
    I've implemented hover UI for items and mobs. This includes the name of the item/mob and for mobs it also includes a health bar.
    This can be expanded upon with more info - colors for item quality, extra info for mobs etc.
    I'm not sure if NPC hover should include a health bar - you probably won't be allowed to attack them in the final game anyway.
    A dynamic cursor was also implemented to show if you could pick up items, attack mobs, talk to NPCs etc. It does seem a little busy / confusing when the cursor changes so I'm not sure if that's a good idea. Perhaps using the same basic cursor with a sub-icon will make it easier on the eyes.

    The first NPC asks you to kill some spiders, but there are no spiders in the game... will do:)  The first area needs some love - a bit of story, better flow and a basic quest line. Quests are not yet implemented but the flow can be simulated with dialogues.

    Monsters tend to clump together in one spot, and when you kill them they respawn immediately at their spawn point.
    The respawn behaviour is something I will address soon, but fixing the clumping requires quite a bit of work.
    Originally I wasn't planning on implementing any sort of monster-blocking or dynamic obstacle avoidance. I'm afraid this simplistic approach won't cut it. Monster blocking is not in itself a must-have, but the clumping must be dealt with.
    Implementing dynamic pathfinding / steering behaviour - in particular in a way that will perform well enough to scale to many players - is going to be a bit of a hurdle.

    I got started on a minimap. The approach I have used is to visualize the navmesh by extracting the triangulation and turning it into a mesh, which is then rendered by another camera into a RenderTexture and shown on the screen. I need to find or write a good shader to make it look right.
    Also I need to visualize enemies, NPCs, portals and other entities on the minimap, and visualize camera and player rotation. (Come to think of it I also need to implement camera rotation...)

    One thing I would really love to have is an installer and a launcher application that will be able to auto-update the game files. High on the wish-list is also a code-signing certificate, but due to costs this will have to wait unfortunately. But I really want to have the launcher in place soon.

    A new build can be downloaded at: https://treacherousjourneys.com/downloads/journeys.zip. I really appreciate all of the feedback I can get:)



  20. I’m pleased to announce that the small3d game framework now works across all major desktop operating systems as was always the case and, thanks to having been migrated to Vulkan, it has also been adapted to Android and iOS.

    For the time being I will continue to maintain the OpenGL edition. It is easy to port a game’s codebase between that and the Vulkan edition because the two APIs are almost identical. Still, I am keeping them separate, with a view to someday dropping support for OpenGL completely.

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