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Dynamic terrain in GODOT

Long time no posts. I haven't been keeping up with the projects I started. At first it seems fun and exciting, but I always run in to limitations in the setup, plus the grind of just making stuff without any real challenges... It ends up being something that I don't want to commit to. So right now I'm just messing around with some ideas and see what comes out. No commitment to a bigger project, just some time to try new things. This week I've been working on procedurally generated terrain.  In the past, there were some big limitations on how I approached this, because the game world had to have the whole map, from the micro to the macro. I had to choose a scale somewhere between, which meant I couldn't have really large maps, or really small details. I think I've found a way around that. Below you can see two types of map data coexisting on top of each other. The wireframe is the collision data, used for physics and for clicking on the map, to move characters ar
Recent posts

Project Lemonade December Update

It's the beginning of December, and I don't know how much work I'll get to do on the project this month. So I'm posting an update now, and another one maybe in January. I've been working with GLSL shaders to create the outdoor terrain. There's now a texture splatted ground plane, animated grass, animated trees and animated water. The textures are just placeholders for now, and all the models are temporary. Right at the moment, I'm just working on how the elements are going to be coded in the game, so later some better quality assets can just be dropped in to replace those being used for testing. Some of the shader code I used was inspired by examples found here .

Project Lemonade November Update

It's been a while since  posted here. I've moved from Blender Game Engine to GODOT, and I've started a new project. The proposal for Project Lemonade is in an earlier blog post , so I won't go back to talking about that. Here's a quick overview: Solar city (Project Lemonade ) will be a non-violent game designed with the intent of making people think about ways to regenerate their communities in case of coming social breakdown. It is inspired by Solarpunk . I haven't made massive progress yet, because I've had to learn a whole new game engine. However, I have already taken some steps towards a working prototype. I've got a controllable character in the game, plus a working tileset system (GODOT has a great tileset feature), and also some simple AI agents, just wandering around for now. It's not very impressive yet, (all the assets are placeholders, just while working on functionality) but it feels great to have finally moved on from the

Procedural puzzles

For a non-combat game, puzzles play an important role. They are part of the resistance/reward cycle that keeps the game interesting. If you only receive rewards all the time, then there's no reason to receive rewards. They are virtual items after all. They are only useful in helping you to progress through the game. There needs to be some kind of resistance to your progress, or progress loses all meaning. In a roguelike, we want the resistance to be procedurally generated. This usually means random monsters, traps and encounters. Locked doors and so on. Most roguelikes avoid procedurally generated puzzles, because they are harder to make than simple combat encounters. Games that use puzzles often spend a lot of time to make the puzzles difficult and unique. But once you've mastered the puzzle, there's no fun to had in replaying it. How can we make replayable puzzles for a non-combat roguelike? Some time ago, I had a go at brainstorming some procedurally generate

A new project proposal: Solar City

Proposal. Solar city will be a non-violent game designed with the intent of making people think about ways to regenerate their communities in case of coming social breakdown. It is inspired by Solarpunk . Using traditional roguelike ideas, the game can be very replayable, each session having a different feel because of randomized global settings, such as population density, average citizen education level, rural/urban mix and special events such as pandemics or social breakdown. Procedural generation can be used, so that each city is different. Instead of combat, players can explore, craft, collect resources and try to convert the city's citizens into active participants in regenerating their community. Citizen management. Here is an overview of how citizens would be handled: Each world map would be populated by up to a hundred randomly generated citizens. Initially, all citizens except the player would start out in a passive mode, collecting their basic rations

Why Service monopolies are bad for your business, and how to avoid them.

It's like you spent your life savings building a house with rented bricks, and now the price of the bricks is going up. Unless you want to rebuild your house, you have no option but to pay the price demanded of you. Today the idea of games as a service is growing. But not everyone thinks that might be a good idea. Why is the service model so attractive to developers, retailers and publishers and why might it be bad news for you, as an indie developer or a player of video games? What is "Monopoly?" A monopoly is when there is only one seller of a commodity. That seller is able to manipulate prices since buyers have no alternative source of that commodity. A similar and related system (oligopoly) is when there are just a few sellers who work together to influence prices for their own benefit. Both systems have almost the same outcome as far as customers are concerned. Everyone knows the board game; In 1903, an American woman named Elizabeth Magie invented an educationa