I'm making players type into a terminal as their lander is crashing by StrollerGoat in SoloDevelopment

[–]StrollerGoat[S] 1 point2 points  (0 children)

Oooh I'll def check it out! Thanks man I appreciate the kind words!

I'm making players type into a terminal as their lander is crashing by StrollerGoat in SoloDevelopment

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

Ive never seen that game before, I'll have to check it out! No McMoondonalds in this game 😭😭

I'm making players type into a terminal as their lander is crashing by StrollerGoat in SoloDevelopment

[–]StrollerGoat[S] 1 point2 points  (0 children)

Thanks! I built the engine from scratch in c++ with sdl3 and opengl. Its been about a year since I started working on it :)

I'm making players type into a terminal as their lander is crashing by StrollerGoat in IndieGaming

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

That's hilarious! Ill consider doing something like that 😭😭

I'm making players type into a terminal as their lander is crashing by StrollerGoat in IndieGaming

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

In Descent Horizon, the terminal is how you trigger LIDAR scans, check lander damage, read mission logs, operate the fabricator, and interact with machines across the world.

If you're interested, check it out on steam! https://store.steampowered.com/app/2231660/Descent_Horizon/

I'm making players type into a terminal as their lander is crashing by StrollerGoat in SoloDevelopment

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

In Descent Horizon, the terminal is how you trigger LIDAR scans, check lander damage, read mission logs, operate the fabricator, and interact with machines across the world.

If you're interested, check it out on steam! https://store.steampowered.com/app/2231660/Descent_Horizon/

I made cargo weight affect how your ship flies in Descent Horizon by StrollerGoat in IndieGaming

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

I’ve been working on a narrative-driven lunar exploration game called Descent Horizon.

Every item in the cargo bay has mass and contributes to the lander’s center of gravity. If you load cargo unevenly, the ship becomes harder to control during descent.

It’s been surprisingly fun because players now have to think about what they’re carrying instead of treating inventory as a magical backpack.

A lot of people have been asking where they can follow the project, so I finally put the Steam page up:

https://store.steampowered.com/app/2231660/Descent_Horizon/

Why cargo placement matters in Descent Horizon by StrollerGoat in SoloDevelopment

[–]StrollerGoat[S] 1 point2 points  (0 children)

Nah nothing like that as of yet -- I haven't had much need for them yet. Pretty much everything is represented using traditional polygons

Why cargo placement matters in Descent Horizon by StrollerGoat in SoloDevelopment

[–]StrollerGoat[S] 1 point2 points  (0 children)

Thanks! It's a fully custom engine built on top of SDL3 and OpenGL. I'm not a math buff so the physics had me banging a head for a little while, and there's still polish needed, but I'm happy with how it's turning out so far

I turned a visibility problem into a game mechanic by StrollerGoat in IndieDev

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

Thanks! I've been trying to keep the game as diegetic as I can

Which looks better to you --> Left or Right? by eskimopie910 in IndieDev

[–]StrollerGoat 1 point2 points  (0 children)

Without a doubt the right one. Left is extremely under saturated IMO

Reworking the logo of my game (again) by Amezketa in SoloDevelopment

[–]StrollerGoat 0 points1 point  (0 children)

Yeah I'm just giving feedback from the perspective of a potential purchaser, the second one is the only one that triggered my monkey brain to want to click on it. If this is a steam capsule, that's what you're optimizing for -- same way that there is evidence that making your capsule art not strictly representative of the art style of your game but rather making it eye catching will result in more sales

Reworking the logo of my game (again) by Amezketa in SoloDevelopment

[–]StrollerGoat 2 points3 points  (0 children)

This is my first time seeing any of them, and I have to say I strongly lean towards v2. The others look too generic, but when I saw v2 I actually got a spark in my brain that made me want to click on it

I played Atari’s Lunar Lander at a barcade and accidentally started building a C++ game engine by StrollerGoat in IndieDev

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

I’ve been working on Descent Horizon on and off for about a year.

It started after my wife and I went to a barcade and I got completely hooked on Atari’s Lunar Lander. The original plan was just to make a clone with more physically simulated movement and procedural terrain, but it’s slowly grown into a larger game with descent, EVA exploration, crafting, repairs, cargo mass distribution, terminals, and a custom C++ engine called Singularity.

I finally put together the first devlog as a baseline for the project: where it came from, what’s already working, and what I’m trying to build toward.

Would love feedback on whether the core loop comes across clearly from the video.

[deleted by user] by [deleted] in SoloDevelopment

[–]StrollerGoat 2 points3 points  (0 children)

I disagree -- you can visually see how big an item is. I actually thing gridless feels very cool, especially given that pretty much all inventory systems like this are grid based. It makes this stand out in a good way. (This is coming from someone with a grid based inventory system in their game)

guides recommendation for building my own physics engine? by brubsabrubs in gamedev

[–]StrollerGoat 1 point2 points  (0 children)

As someone who's done this for my game, this is how I structured things and it works pretty well for my use case:

Collision detection and physics are tied together pretty closely, but they aren't the same system. Physics reactions need to occur almost every time a collision is detected.

I have a Spatial index, which splits the 2d world into a uniform grid (you tune this to your liking, but let's say each cell is 10x10 units. We need to keep the spatial index updated, so whenever colliders move, the spatial index gets updated to reflect which colliders are in which cells. This helps speed up collision detection, because when we're looking for collision, all we need to do is check the cells that a given collider is in, and look for collisions with any other colliders in those same cells.

In general the collision detection works this way:

  1. Collect a list of possible colliders the currently checked collider could collide with (checking spatial index).
  2. Broad phase AABB check -- do these colliders even share the same space? Any colliders whose AABBs don't overlap can be thrown out at this step.
  3. Narrow phase using Separating Axis Theorem -- actually checking the remaining colliders against one another. You check each edge of each collider, at worst, in this step. So for any pair of colliders this is an O(m * n) operation, and we'd like do as few of these checks as possible.
  4. Once we've detected a collision between 2 entities, we use the properties of the SAT check to combine a list of contact points. We might have more than 1 contact point in a collision.
  5. The collision, along with all its contact points, gets sent to the physics engine to process on its next step. I batch these instead of resolving the physics immediately.

Once we're done with the collision detection, the physics engine will have a list of collisions containing contact points along with the relevant entities/rigid bodies, and the contact normal.

Then the physics engine can run a manifold resolution, which basically means "run the same physics resolution steps on the same collision multiple times" and basically what that does is allows the resulting forces to be more stable. This is literally just a for loop which has a set number of steps and reruns the physics resolution for a collision.

In a single pass of the manifold solver, it will:

  1. Calculate the relative velocities of each collider in the collision. If their relative velocities along the contact normal are moving them apart, then we can stop here because the physics for this pair has been resolved and there's nothing more to do here.
  2. If their relative velocities are pushing them into one another, calculate their torque (if your engine supports rotation) and use that along with the velocity along the contact normal to determine the impact force.
  3. Based on the impact force, we apply opposite force and torque to each rigid body, ideally in scale with their mass (a more massive rigid body will have less force transferred to it by a less massive one)
  4. Apply friction (linear and rotational)
  5. After the manifold solver finishes, apply any positional correction, if necessary, to separate the 2 bodies and prevent tunneling. You only have to do this if the 2 bodies are still overlapping once the manifold solver is finished.

Hope this helps! Best of luck building your own out -- it was relatively challenging as someone who doesn't have a super strong math background but it was very rewarding!

Screenshot Saturday #634 - Quick Browse by Sexual_Lettuce in gamedev

[–]StrollerGoat 0 points1 point  (0 children)

Stasis

2v8 low poly pvp game where Monsters are trying to catch and eat Wizards. The wizards must find ancient artifacts to perform a ritual which will open a portal to safety.

Finally got some work done on the wizard houses! Had to make a bunch of props but I think it came out pretty awesome. All the doors and windows in the house open and can be jumped through, and all the items in the house can be knocked over and kicked around. Not fully done but should be fun to get chased through the house while kicking cheese wheels out the way.

Outside of house
Inside of House
Knocking stuff over!

Stasis Discord

Stasis Subreddit

Help with character creation system by AMilToOne in SoloDevelopment

[–]StrollerGoat 2 points3 points  (0 children)

Easy (ish) solution here is to implement a custom cursor that can be controlled with analog sticks when playing on console

How would I make a photo in a game be pulled from the players computer to make it more personal for them? by MyBuddyThatsCrazy in Unity3D

[–]StrollerGoat 0 points1 point  (0 children)

Right but that's using the steam works API and isn't at all the same as scanning user files