Pedro Pais

@cheeseriners.bsky.social

Developing "We Were Dumb" at @cheesy-studios.bsky.social Particularly interested in cooperative game design and including audiences in the experience.

This #GMTKJam was an incredible learning experience. I was able to experiment with implementing a turn-based game (somehow had never done this). It featured a resource-based system to create behaviour for enemies and it tied everything together with async functions and awaits 1/5

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A sneak peek of what we're working on for #GMTKJam: We're thinking about having tiles or rings "trigger" when a count reaches a certain number and applying this to a sort of Tower Defense game(?). It's still a rough idea, but we're starting to get hyped around it :)

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Yesterday I was not able to make it in time for a post, but here it is! Progress for #godotwildjam 93: * Containers! (With storage ready to be used across levels) * Belts now change their arrangement when new ones are placed nearby! Today, I will work on Splitters/Mergers and Level generation!

Today's work for #godotwildjam 93 is not very visually engaging but I'm proud of it :) * Recipe Selection Menu (stopping/starting machines!) * All machines now use "inventory" class (for future features) Tomorrow work is on player inventory across levels and maybe level generation or belt mechs!

Hello world! I'm working on a roguelike asymmetric cooperative game and this will be where I will (hopefully) start sharing my (many) frustrations and my (less) successes. For now, I was able to change my game's networking away from server-authoritative! Will share more later in the week