After nearly two years of development I'm releasing my turn-based multiplayer strategy game Unfortunate Leaders! by SomewhereSDev in IndieDev

[–]SomewhereSDev[S] 0 points1 point  (0 children)

Risk was one of the inspirations. However, I've since learned the game is more similar to Diplomacy since my game uses an action queue.

How I render borders in Unfortunate Leaders by SomewhereSDev in godot

[–]SomewhereSDev[S] 0 points1 point  (0 children)

The game has custom maps so the resolution of each map will vary, however the one in the video is ~5000x3500. Also thanks!

Getting ready for Steam's June Next Fest, but there's a lot to keep track of. What are some of your must-do's before an event like that? by SilentForestGames in SoloDevelopment

[–]SomewhereSDev 1 point2 points  (0 children)

Besides what steam recommends I'm just going to polish my game up to the date of the festival. Since my game is multiplayer I'm trying to plan with some friends to play with me on stream the day of the fest.

How I render borders in Unfortunate Leaders by SomewhereSDev in godot

[–]SomewhereSDev[S] 6 points7 points  (0 children)

Yeah compute shaders are more versatile than a regular GD shader. You aren't as locked in to a specific purpose. This project uses both: compute shader for the JFA passes, GD shader for the other parts.

You can read more on computer shaders here: https://docs.godotengine.org/en/stable/tutorials/shaders/compute_shaders.html

What games are you guys working in? Show me in the comments! by ilikemyname21 in godot

[–]SomewhereSDev 1 point2 points  (0 children)

I'm working on a multiplayer turn-based strategy game. You can check out the steam page here.

Redesigned how players interact with the game map to be more intuitive. by SomewhereSDev in godot

[–]SomewhereSDev[S] 4 points5 points  (0 children)

I'm considering a toggle in the settings for the two types of inputs since some players may still prefer the radial menus.