Those past two weeks were erratic, to say the least. Heatwaves and 9-to-5 relentlessly drained me to the point that it threatened my health . I hope to get back on track "for teal" starting today.
Casual Garage Coder
@casualgaragecoder.com
Indie game developer. https://casualgaragecoder.com Support me on: https://ko-fi.com/casualgaragecoder
Does anyone want a mobile version of my disc-align mini game with leaderboard ? casual-garage-coder.itch.io/disc-align #indiegame #puzzle
Disc Align by Casual Garage Coder
Align the rings along the line as fast as possible
casual-garage-coder.itch.io
Coded another mini-game. The last one was about logic/reasoning. This one is more about memory/address. (And yes, you've certainly seen that kind of mini-game, but where ?). #indiegamedev #minigame
Refactoring a big prototype script by splitting it into tight-scoped components is as satisfying as untangling headphones cables. It's definitely ASMR for coders. #gamedev
Still working on prototype. Things are going faster. I'm playing quickly to some games to gather insights about UI/UX. And I'm not disappointed. I've learned more than I've played ! #indiegamedev
Can't wait for the heatwave to stop. My backlog is so detailed that the next step would be pseudo-code. Btw, I'm using Marktext (marktext.me ) to edit my roadmaps and other documentation. #indiegamedev
MarkText — The Markdown editor that gets out of your way
A free, open-source, real-time preview Markdown editor for macOS, Windows and Linux. Beautiful typography, 33 built-in themes, math, diagrams, footnotes — all rendered live.
marktext.me
I've shifted my gamedev activity from coding obscure algorithms to specifying and micro-planning my next activities. The idea is to turn on my BIG computer, code&test for 10mn, and turn off before the temperature on my flat goes too high ... #indiegamedev #climatechange
I'm not dead ! Just very slow. The heat almost got me yesterday. Take care ! Be very careful, hydrate, and all.
Sketching over screenshot. It helps to design UI somehow. Will it be the final design ? Let's try out with another sketch. #krita #gamedesign #uiux #indiegamedev
Back at the lil buddy and its inventory system. Simple item disposal with inventory rearrangement. But this is only the beginning : item composition and decomposition are next in line. In short : basic crafting. And this will trigger a mini-game (sounds familiar ? ;) ). #indiegamedev #GodotEngine
Just received my very first tip on ko-fi. I didn't expect it would affect me that much. I'm very grateful (and proud). On the same topic, I still have almost 100 bucks stuck on Steam cause of taxes ... #kofi
I've finally published a rough version of the stand-alone game : casual-garage-coder.itch.io/disc-align #indiegame #puzzle
Disc Align by Casual Garage Coder
Align the rings along the line as fast as possible
casual-garage-coder.itch.io
Made a simple prototype of a "Annoying Game-Loop-Breaking Mini-Game". Of course, I've set it to some nightmarish difficulty. The goal of this minigame is to align all the green sections. Before launch, one can choose the number of rings, the min/max number of influences and max shift. #indiegamedev
I've been asked to make a standalone webgame out of this. So, expect it to be released, web-based, on itch.io. I've planned difficulty levels and some game modes. Should i add a leaderboard ? #indiegame #GodotEngine
Made a simple prototype of a "Annoying Game-Loop-Breaking Mini-Game". Of course, I've set it to some nightmarish difficulty. The goal of this minigame is to align all the green sections. Before launch, one can choose the number of rings, the min/max number of influences and max shift. #indiegamedev
Made a simple prototype of a "Annoying Game-Loop-Breaking Mini-Game". Of course, I've set it to some nightmarish difficulty. The goal of this minigame is to align all the green sections. Before launch, one can choose the number of rings, the min/max number of influences and max shift. #indiegamedev
While working on the player controls, i came across my input event mapper. One could think I've reinvented the wheel as Godot already has input control management system, but mine comes with a twist I'd be happy to explain if interested. #GodotEngine #indiegamedev thegodotbarn.com/contribution...
Mapping Physical Event to Logical Event
Helper code to map a set of input events to logical events, with alternate mapping
thegodotbarn.com
Day 9 of part-time prototyping. This time, a real inventory with a selector (even if it does nothing for now). Btw, everything is placeholder here, courtesy of @kenney.nl for the models (go get the all-in-one package !) and game-icons.net for the icons (go contribute !). #indiegamedev #GodotEngine
Instant loot (for now) and oversimple inventory. The inventory is meant to be as simple as that with a little twist. The loot will have a dedicated animation and even some more complex interaction. The radial menu seems to be shaking 'cause it's tied to the character head. #indiegamedev #GodotEngine
Highlighting nearest interactable object (but without using a stencil buffer for some reason, and without using any CollisionShape3D). #GodotEngine #indiegamedev
Will I be able to make a totally procedural animated character without using the Animation* nodes ? #procgen #GodotEngine #indiegamedev
I'm torn between using raymarching (expensive) or some tricks to bring my shader to life through polys rasterization (less computation, more thinking). In those days of resource scarcity in terms of CPU/GPU computation power/memory, that's a question that needs to be addressed. #indiegamdev
Preparing the next big phase of the water mesh procedural generation about rapids and waterfall. However, I'm hesitating between creating a mesh OR painting a supersampled texture that will be used by a dedicated shader. This could address a lot of issues plus offering a nice per-pixel rendering.
There's a small bug in my ultra-fast lakes and rivers computation for small terrain. Will you find it ? thegodotbarn.com/contribution... #procgen #GodotEngine #indiegamedev
Fast Lakes and Rivers Computation for Small Terrains
Given a relatively small heightmap (128x128 to 256x256), compute the water distribution from a source to the borders of the map
thegodotbarn.com
Nightmarish situation : parallel streams, merges and splits next to each others, with small ponds here and there ... The mesh generation algorithm is not ready yet, but i sense difficulties right there ... #procgen #water #heightmap #indiegamedev
After Pierre Bézier, it's time to use another french scientist's algorithm, this time from Paul de Casteljau.
Experimented a continuous path-finding to resolve streams curve generation. It works. Unfortunately, it is really too slow for some tricky cases, and I think there's some smokes and mirrors I could use to hack my way to a simpler solution. #procgen #GodotEngine #indiegame
Switched back to "Rapids and Waterfalls" mesh generation. I'm solving issues one by one. Once it will be totally solved, the result will be gorgeous. Until then, I need to fight against artifacts and invalid water cell classification. #procgen #meshgen #indiegamedev #terrain
New blog post! I really hope I'll get a decent amount of people mad with this one 😈😈😈 #programming #computing #floatingpoint #geometry lisyarus.github.io/blog/posts/i...
It's OK to compare floating-points for equality
lisyarus.github.io
Sometime it's good to have a reminder that the maps I'm using are only 128x128. The bicubic Bézier interpolation on GPU is fast enough to achieve good results. But that's only the foundation of the "small worlds" I want to create : Terrain is one thing, not all. #procgen #indiegame
Just made a video about the whole process. It's a bit long (about 18 minutes), but it gives you a precise idea of how I use my tool (which will be released someday in the future). youtu.be/uqN3E8rVTN0 #procgen #gamedev #GodotEngine
Create an (eroded) island with homemade heightmap editor
YouTube video by CasualGarageCoder
youtu.be
Spent the whole day trying to make a better erosion post-processor just to discover that I already had the tools to make a simple (and very cheap) gradient-based erosion. Water will wait a bit longer. (There's no water yet, only conveniently placed colors 😛 ). #procgen #GodotEngine #indiegamedev