Sigh it can be difficult to see the wood for the trees when you are so deep into making a game. Im currently attempting to create a city like grid of 2d rectangles, from which to generate buildings. Im not overly enjoying it Ill be honest.
If any of you lot with access to the beta for Foreveracers (and didn't see the other thread) are interested, I'm trying to get some people together for a multiplayer session this saturday.
Will be playing from 9pm on the saturday evening, and also an extra sesh from about 1pm-2pm is being arranged.
If you're interested and don't have the beta, then as long as you have steam and a machine that can run 3d games (and preferably a joypad but you can play keys) then let me know and i'll get you a key for the game.
Feel bad posting in here without anything to show for it...
Was working on a base for a simple action game recently. I'd dropped the 'build from scratch' approach, and opted for Godot. I think it has a great programming model, and I like the Python-esque language. It's also open source, and cross platform, so I thought it was a good choice.
After a while, I had a nice base that worked well(ish), but was aiming to test a particular graphic effect which didn't work with the engine out of the box. So I found an unofficial build with an improved renderer, and carried on.
Then I got stumped on a really tough feature.
An AI that played the game, using the same controller class as the player uses via the joypad.
Fucking stressful, as I'm no Muzzy...
In the end though, after at least a good month of sloppy research, I learnt just enough to build a fuzzy logic controller that surveys the playfield and attempts to do stuff that at least looked intelligent...
And so I'd wrote all that code against the unofficial version of the engine...
Which isn't backwards compatible.
FUUUUUUUUUU...
"I didn't get it. BUUUUUUUUUUUT, you fucking do your thing." - Roujin Ninty Code: SW-7904-0771-0996
Looking good Trippy! Still has that uneasy feel to it
Right now Im totally stalled. Just snowed under with real world stuff. But I have realised that I was falling down rabbit holes repeatedly. I'd build a little feature and then go nuts getting the visuals to work. Then change my mind and try different visuals or new assets. So now, I'm going to build the actual core of the game and then build up from there. But when Ill get to do that......
But Im still coding. Its been quiet in work so I've finally begun my Lotto Number Predictor. Another guy in work found a site with all the historic numbers so he pulled them down using python code he found. I then made a local db and wrote in c# some code to import all results. Now Im at the point of outputting info and stats. Its interesting...dont think Ill win anything though
Yet at least.....
Finally finished their programming questions & challenged, so the balls back in their court to see if I get asked in for a final round face-to-face. Eek. Far from obvious I'd be able to take a job even if one were to be offered though, so I'm starting to wonder why I applied . Oh well, back to the waiting game now anyway, but I think I've done alright on what they asked, so fingers' crossed!
good luck muzzo!
and to all you trying to game dev.
I'm still plodding on with Foreveracers. School hols have prob actually slowed it down a bit, even when i've had time off. Kids staying up later and going out more etc. just eat into my game dev time.
Should hopefully have a new beta update ready fairly soon, will include steam achievements and stuff as well as other fixes and tweaks. once that's done will prob try to put together some new videos/media as haven't done much on that front for ages...not that it looks that different on the surface!
Good man Ram! Any ETA for full version? How is it going on Steam with the Beta?
I've finally started on my FTL/clicker/resource management type thing. I've thrown caution to the wind and may end up scrapping it after a few weeks but I've started. Taking my own advice Im keeping things extremely simple and will build on it.
To begin with I've generated a sector(a cube) filled with stars that will act as a map. It all generates fine so next step is to have it generated in editor view and then tweak it to ensure no collisions of generated stars and a density slider. I've loads of ideas for generating names for the stars etc but I wont yet. Once that basic map is done I'm stopping and starting on actual game.
I still have designs on making something again. Considering I probably have more free time than all of you I should probably get cracking.
You guys posting in here is good motivation.
Yup making games is fun but such a massive field.....and so mentally intensive, not just coding wise but keeping up motivation,discipline etc. What is youze guys favourite things to do?