shippage

@zack.polson.dev

Hobbyist #gamedev developing an adventure sandbox #Godot game called #Quintessence 𐤒 Website: https://zack.polson.dev GitHub: https://github.com/polzon

I've been fighting with the weird quirks of #Godot 's TileMapLayer. You can see my tile placement multi-threading get interrupted and leave blank tiles lol. It's also still too laggy and stutters quite a bit. This is important to solve because my game is internally 3D voxels. #gamedev #solodev

I'm expecting age verification to hit my state soon. It's probably time to start migrating to a self-hosted VPS. I already host my own website and use custom domains for email, so what's another added to the stack? Hopefully Bsky's #decentralization actually holds up!

World building a kind of essence that gets discovered and ends up bringing oppositions together so they can work together and produce more. It'll end up being just chocolate lol.

I've been getting used to the workflow of unit/integration tests and I can't go back now. It just gives me so much more confidence that I can start having more or my project rely on a well-tested module. Also when debugging it lets me (usually) rule out that module for issues/bugs. #godot #gamedev

Neighbor randomly came over and dropped some lore about my house to me. My house is ~100 years old and is filled with secrets and history I don't know about. It's honestly kinda exciting and I still have locked areas I haven't managed to get into yet, and I live solo. Perfect for a #gamedev 😅

I see some concerns raised about Godot's policy on contributions using AI. TL;DR: Godot isn't vibe-coded. As a whole, the Godot foundation and maintainers are fairly critical of AI usage, and don't make nor accept vibe-coded contributions. Godot doesn't include AI features nor intends to add any.

Godot's current policy on AI-assisted contributions reads like this:

"The use of AI to contribute to Godot is discouraged, and contributions made entirely by AI are prohibited.

We acknowledge that AI can be useful, but we are convinced that human effort results in better and more relevant contributions.

If you do use AI, we expect that you put in effort to proofread and improve anything it generates, and that you disclose what you used AI for. As maintainers spend significant time reviewing your code, please make sure that the code you submit is well-tested and functional. Please be respectful of their time and only submit something you have put thought and effort into."

Been re-designing my FSM yet again... Tried to go for more of a Resource-based design, but then realized my design started to get really nested and became harder to read in the inspector. Then I realizing my nested Resources were just re-invented #Godot nodes, so I just converted my system to that!

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A big downside with #Godot and #gdscript in particular is because it's a young language, there's a major lack of tooling for it. Honestly wish they just focused support for Lua or Python or something instead. Testing also isn't something that's common in #gamedev, so even less support there 🙁

If you've been craving more top-down platformers like Mina the Hollower, there's a criminally underrated and fantastic short #indie game called TWWWR on Steam. Beautiful atmosphere with some fun exploration. I really wish we see more top-down 2D platformers. store.steampowered.com/app/1462420/...

TWWWR on Steam

TWWWR is a small action game about ascending a large tower. You'll need to platform, fight and explore if you want to make it to the top.

store.steampowered.com

To get around #Godot 's limitation of TileMapLayer only holding a single TileSet, I've been working on a streaming TileSet that is dynamically created by loading/unloading other TileSets. This lets me split up TileSets and only actually worry about one global TileSet. #solodev #indiedev #gamedev

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A big design pillar for my game is that all characters (playable or not), no matter how big or small, are all piloted by the same systems. It's made me go back to the drawing board countless times for what should sometimes be just a simple state machine. #gamedev #solodev

I am once again writing a 2.5D system, but this time 2D to 3D. The end result should be completely identical, but it should be 3D meshes for better lighting. I have my map data and generation decoupled from the rendering, so my map shouldn't care if it's 2D or 3D! #godot #solodev

It feels like my visual progress has slowed down, but that's because I've been spending a lot more time on unit/integration testing. The upside is that it really gives me significantly more confidence in my code. Especially since my game is sandbox and so heavily systems focused. #solodev

Haven't gotten much done this past week on my game 😕 Been feeling exhausted from work and been getting stuck in the trap of being drained of energy. I'm at least happy that I still make progress everyday, even if it's just a few lines of code. It's a marathon, not a race after all. #solodev

My #AI code usage has gone down dramatically as I spend much more time writing heavily specific prompts that are very tight scoped. That's really the best way I found to use it. The problem now is that often it's faster to type the solution yourself rather than typing a highly specified prompt...

Had a great idea of a free AI service. Maintain a database of urls that can fetch LLM API calls in sites with useless AI slop chat bots forced in. Then create an API that routes your free AI requests to these public chat bots. It's free AND destroys capitalist AI slop. 😊

In retrospect, when I was younger and may have snuck into places I should not legally have been... I realize how that experience is not remotely captured during stealth in video games. There's really no waiting irl and a lot less people. But it also has much higher stakes! Random midnight thoughts

this originally started out as a bug but then i figured - why not let the user swap between painting all shared hard-normal verts at once OR individually for crispier edges! (actually so happy with the radial segments that rotate to match the position of each vert face lol 🥵)

I'm thankful for Minecraft's popularity. There's so many techniques it does that are complex, yet still approachable for an #indiedev. With how ripped open it's been there are tons of resources on how it does things. I'm studying their world data format as a basis for my map save data. #gamedev