Chris

@gamekombinat.com

You can hire this guy for all your Unity, PHP and database needs! https://gamekombinat.com Making Liha. Wishlist on steam! https://store.steampowered.com/app/1332820/Liha/ Solo Developer from Germany.

Sneak peak at a new bunker element. This is going to be a bunker subset. Constituting drainage and sewer systems. Just one module of many. 90% of level geometry made with realtime CSG. Goes to show why this tool needs to survive, I feel like. #gamedev #indiegames

Took time to hunt for some bugs and annoyances in my level editing tool of choice, yesterday. That codebase isn't mine and it's huge and complicated and very old, originating many many Unity versions and years back. But dang, it's going swimmingly now. The UX, anyway. The codebase ... eeeh xD

Does anyone know good resources on c# code gen? Not so much the "how to declare a code generator" but more like strategies for going to town with it. Complex support structures into partial types etc. I fear I'll absolutely not be able to understand what I did with my code in a couple months xD

Started mocking up new spacesd with my hacked up version of realtime csg and it takes a little "getting-back-into" with the brush based workflow. But damn is it a breeze. Almost like back in the Hammer days. #gamedev #indiedev

A 3d mockup of a dimly lit dark concrete canal room type of deal. A classic yellow/blue contrast and thick fog.

Finally finished some technical stuff for the new missions. Also balancing crafted weapons in Liha. Time to start changing the level modules. Lots of stuff to address. Size, shape, cover opportunities, hidden spots ... that'll take me at least until somewhere in august. Oh dear 🫠

I have forseen things and prepared a stub. It is time to devise the mentioned balancing methods. Perhaps by detuning weapon values depending on the weapon class. So that, lets say, if a shotgun is too powerful, and it perhaps is too fast, slow it down. But if we get a scattergun, weaken the damage

private static void PostProcessValues(WeaponPrototype c) {
    // implement some balancing methods if stuff keeps being too crazy.
}

I have found that my level graph generator sometimes will not place level exits. Today I shall fix that. Amongst other things. And maybe I can finally start building new level elements. Which is one of the last but biggest points for this month's milestone

Scrolling through Curator Connect and every now and again, you get that funky "woke games watch" kinda deal. How can a person be so incredibly upset about stuff they could simply ... ignore ... you know. Putting that kinda energy into it. Imagine the amount of butthurt that takes. It's insane

By accident, I figured that my world generator can generate missions based on an empty node graph lol. It's not anything particularly good. But hey. It's not a catastrophic failure scenario. Good to know I suppose

Finished refactoring my "activities". What a piece of a map is capable of doing. And I did that because I need to move some logic to a better suited spot. Now that I'm done wasting 3 hours, I'm pretty sure that wasn't necessary at all 🫠

A campaign will now consist of any number of missions which are configured in editor, in terms of what they are, what to do and how the world is generated. The selection will default to the first mission that wasn't finished. But you can play any previous mission before that. #gamedev #indiegames

Wanted to redo the main menu in ui toolkit. But I stopped myself. It can be done but it isn't in super terrible shape. No reason right now, when I need to work towards a new demo version. Strapped for time, folks. Strapped for time.

Rewritten the entire mission generation workflow to be editor-configurable and exposed the generator rules. Which I'm proud of, that I made this a thing now. But I haven't tested it yet and I'm dreading all the things that will probably go wrong 😂🫠

Bild

A lot of the UI in Liha is made with the GameObject based UI stuff. And I have this immense urge to throw it all away and rebuild it with UI Toolkit. But I can't. Ain't got the time :|

Estimations are done for my next milestone of rebauiling the campaign and mission structure. Yeah it's gonna be about 2 months effectively lol

Finished the weapon system rebuild. Which out as a simple: I need an inventory. Well alright then. Now it's time to tackle mission structure. Already built a new mission generator. Time to put it to use!

Sometimes I wonder how games like Borderlands do their combat system. Sometimes I wonder if they have simpler solutions to all the stuff I feel like I've hopelessly overengineered it.

Does anybody have a potato-level PC or laptop I can buy on the cheap, which I can use a minimum spec machine? Used to have some old gaming laptop but it let the magic smoke out and I'm basically blind, the next time I'm looking at doing an optimization pass :S

See, I implemented the homing projectile modification today. Now I'm trying to get one of those double barrel shotguns with 13 projectiles each, have it have a homing mod on it and see 26 bullets all home towards a single enemy 😂😂