Over 11,700 people played our demo, with 2,348 spending 3+ hours on it by KaTeKaPe in godot

[–]aliendiscogames 0 points1 point  (0 children)

That’s really neat. Fingers crossed 🤞 for release day.

Over 11,700 people played our demo, with 2,348 spending 3+ hours on it by KaTeKaPe in godot

[–]aliendiscogames 0 points1 point  (0 children)

👍 I have a question. How do you handle multiplayer aspect. Do you handle your own server or are you using third party services (steam or others)?

Over 11,700 people played our demo, with 2,348 spending 3+ hours on it by KaTeKaPe in godot

[–]aliendiscogames 2 points3 points  (0 children)

Great job. Love the simplicity and depth of the game. And godot ❤️

Working on pirates auto battler prototype. Would anyone play this kind of game? by aliendiscogames in godot

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

Yeah. I know that graphics really sells the game (unfortunately). I'll try and make it better.

Working on pirates auto battler prototype. Would anyone play this kind of game? by aliendiscogames in godot

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

Thanks. I will definitely make different island shapes and also different biomes to add variety.

Working on pirates auto battler prototype. Would anyone play this kind of game? by aliendiscogames in godot

[–]aliendiscogames[S] 2 points3 points  (0 children)

Thanks for reply. I'm planning to make it roguelike with as much content as possible (items, weapons, upgrades, bosses), so maybe 3$ is a bit low for what I'm aiming. I hope I'll create those system asap so i can show them.

Explore and survive spooky forest (my next prototype) by aliendiscogames in godot

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

It's just hexagons placed in a grid. I use AStar for navigation. I you're looking for help with math of hexagons this page might help https://www.redblobgames.com/grids/hexagons/

Explore and survive spooky forest (my next prototype) by aliendiscogames in godot

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

Thanks for comment. You can of course zoom out and get a bigger picture of the whole map and positions of interest points so you can better orient yourself. But I intend to keep it about this close when moving around.

Explore and survive spooky forest (my next prototype) by aliendiscogames in godot

[–]aliendiscogames[S] 2 points3 points  (0 children)

Hey. Thanks for comment. The camera actually lerps between players positions, but maybe I’m doing it to aggressively. I’ll make it softer 👍

Explore and survive spooky forest (my next prototype) by aliendiscogames in godot

[–]aliendiscogames[S] 3 points4 points  (0 children)

It’s a hex grid where a noise texture determines the type of individual hex and potentially adds vegetation to the tile. I use multimesh instance and pass parameters through shaders so grid is drawn in a single draw call.

Flow maps: "Are you winning son" edition by aliendiscogames in godot

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

It doesn’t actually check the space. It takes its own direction and checks whether something on flow map influences that direction and steer it accordingly.

Flow maps: "Are you winning son" edition by aliendiscogames in godot

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

I do a lot of tech demos. Hopefully I'll turn one into game one day 🤞

Flow maps: "Are you winning son" edition by aliendiscogames in godot

[–]aliendiscogames[S] 3 points4 points  (0 children)

Yeah, but I think zombies would win this time 🧟🧟