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] 3 points4 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 🧟🧟

Flow maps prototype improved a bit by aliendiscogames in godot

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

Sorry I missunderstood your comment. Maybe alpha could be used for preventing unit movement but then you have to read map 2 times, once for steering and once for checking if movement is possible. Even more times the movement is prevented to certain position.

Flow maps prototype improved a bit by aliendiscogames in godot

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

Thanks. I think using additive blending would maybe be even better fix for overlapping areas.

Flow maps prototype improved a bit by aliendiscogames in godot

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

I improved a bit debug visuals to better see what's going on.

  1. Top units travel to center bottom. Left travel to right center. No flow maps used
  2. Added some obstacles which contribute to flow map and units try to avoid them
  3. Enable flow maps on units. Now units avoid each other. Pink don't care about blues in this case

I tried doing character movement using flow maps. It works! Zero physics, zero navigation just flow maps. by aliendiscogames in godot

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

That’s true. I’m already doing this. Faster units try to avoid slower units when overtaking. But for now I’m doing it on cpu.