yogurt dev
@scrudgey.bsky.social
One half of epic banana games, creator of Yogurt Commercial 3 and DataJack. Wishlist DataJack 2020 : https://store.steampowered.com/app/2338820/DataJack_2020/
I told my music guy to come up with the experimental electronic music of the near future underground scene. This is his process: youtube.com/shorts/DVYec...
Ravage - SMAACKDAAB - sketch for NPC's MUNT music - see description #synth #eurorack #cyberpunk
YouTube video by SMAACKDAAB
youtube.com
Demonstrating the realtime navmesh architecture, the SWAT team's "flashbang" grenade actually blew a hole in the wall which they then use to navigate to their next destination. This was not intended. #gamedev
soul trap mechanic in, UI pop up added, items and teleporter locations can be unlocked for each soul... next up: tutorial? #gamedev #pixelart #indiegame
Notice how the team takes position outside the door. This means I now have fine control over the breaching phase of the room clearing algorithm, which means next I can add flashbangs / grenades. This is 100% procedural, 0 level markup required! #gamedev #pixelart #cyberpunk
Squads (and individuals) can navigate ladders. Here the team had split up to surround their target area near the rooftop radio tower. #gamedev #pixelart #cyberpunk
Procedural map metadata includes rooms, chokepoints, doorways, connections between rooms, and map topology. The SWAT team uses this information to plan their attack on the level. #gamedev #pixelart #cyberpunk
...now I kinda wanna do a sequel to Tonight We Riot with this kinda tech. What do you think @bonsaitreehouse.bsky.social ? 👀
I thought it would take too much time to set up a bunch of finnicky markup in every single level so I ended up implementing fully procedural CQB room clearing for the SWAT teams. #gamedev #cyberpunk #pixelart
I thought it would take too much time to set up a bunch of finnicky markup in every single level so I ended up implementing fully procedural CQB room clearing for the SWAT teams. #gamedev #cyberpunk #pixelart
Lots of deep work on AI, pathing algorithms, map metadata with the ultimate goal of having NPCs perform tactical room clearing. First step is being able to navigate to the entrance to the room in question. #gamedev
Not much to show right now but I've been doing so much work refactoring the AI code with the ultimate aim of a greatly improved SWAT team experience
So much bugfixing. So much polishing. So much tuning. #gamedev
A little more view into the NPC AI. I've been drilling hard on their tracking behavior. They will follow the player's trail up to a point, but eventually they have to just guess a direction and start covering ground. #gamedev
Flanking behavior confirmed. This required some extreme wizardry with generated map metadata, navmesh areas, graph theory, automated chokepoint identification, and behavior trees. #gamedev
enjoy some process / making of youtube shorts for the music of DataJack 2020: www.youtube.com/shorts/dyooS...
Hyper Lysis Cypher - SMAACKDAAB - sketch
YouTube video by SMAACKDAAB
youtube.com
The best firework you can buy is called something like "Screaming Bigfoot's Giant Red Penis" and you have to fail a breathalyzer to set it off
The guards are too excited to point out to each other that they see me that they're forgetting to shoot #gamedev
More experimentation with generative methods on top of the navmesh. Post-processing of the navmesh is done in python. Here I generate rough flow fields by connecting centroids of the navmesh and smoothing. Guards in vigilance state navigate from node to node somewhat randomly / undirected. #gamedev
the proliferation of diagnostic rays of many colors here indicates an increasingly desperate debugging process #gamedev
dynamic group affinity - improved coverpoint detection and pathing - world NPCs fight back, sometimes - fixed some spawning - more aggressive combat routines #gamedev
Automatic coverpoint identification: this has been on the wishlist for a long time. This is now working and used in-game at runtime. More map metadata for enhancing the NPC AI #gamedev
discretize navmesh into a graph structure, export the graph, load into python, run some graph algorithms to identify rooms and chokepoints. success! #gamedev
I tried a sample of banana matcha latte at Starbucks today. Can't shake the vague feeling that this is somehow symptomatic of a growing crack in the fabric of reality itself