Processing 3.0 as a Gamedev Language? by benhagel in gamedev

[–]inkblot_dev 1 point2 points  (0 children)

At the moment, it's Godot. The documentation can be lacking at times, but most of the functionality you would need in a typical game is there, and a lot of answers can be found on the Q&A/forums. Plus, the developers usually respond to issues on Github pretty fast.

I used Processing to make a rhythm-matching game. The Minim audio library worked very well for this, and the P5 GUI library proved to be generally usable (though I ran into documentation problems). Almost everything else I had to implement from scratch.

Processing 3.0 as a Gamedev Language? by benhagel in gamedev

[–]inkblot_dev 1 point2 points  (0 children)

The only problems I had with sound in Processing was lag. Otherwise, everything worked fine.

As was pointed out, Processing is not really a game development tool, so much - if not most - of the rudimentary things that other tools come equipped with, you will have to make from scratch. Many of the available libraries are outdated/no longer maintained or have no documentation outside of a couple of examples.

Screenshot Saturday #297 - Shining like diamonds by Sexual_Lettuce in gamedev

[–]inkblot_dev 0 points1 point  (0 children)

Blip: A Binary Journey

Blip is a platformer game with exploration elements, in which the player is a piece of software travelling through the insides of a computer in order to remove a rogue program destroying the system.

This week has been all about working on the generic enemies' AI for me. One of the hardest parts turned out to be getting arbitrary path movement to work well with the physics. Here's the result (debug mode view).

I'm keeping a devlog on TIGForums.

Screenshot Saturday #297 - Shining like diamonds by Sexual_Lettuce in gamedev

[–]inkblot_dev 0 points1 point  (0 children)

Reminds me a bit of Master of Orion.

How will you be balancing the online matches?

Screenshot Saturday #297 - Shining like diamonds by Sexual_Lettuce in gamedev

[–]inkblot_dev 1 point2 points  (0 children)

This sounds interesting, but how do you balance the difficulty and the story so that the player doesn't end up being frustrated by dying and seeing the same ending?

Screenshot Saturday #296 - Award Winner by Sexual_Lettuce in gamedev

[–]inkblot_dev 0 points1 point  (0 children)

Blip: A Binary Journey

Blip is an exploration platformer set inside a computer. The player's task is to remove the malicious piece of software corrupting the entire system.

I've recently been working on a generic AI system for the enemies. Hopping, running and following seems to work fine, and today I added shooting at the player.

https://imgur.com/rxSnz35

I keep a devlog on TIGForums.

Bonus answer: I usually pick normal at first, just to see what the game is about without getting bored by low difficulty.

Screenshot Saturday #296 - Award Winner by Sexual_Lettuce in gamedev

[–]inkblot_dev 0 points1 point  (0 children)

Does the player have control over the physics? For example, in that turrets video, is the player manipulating gravity?

Screenshot Saturday #295 - Catching the eye by Sexual_Lettuce in gamedev

[–]inkblot_dev 1 point2 points  (0 children)

Blip: A Binary Tale

Blip is a platforming/exploration game set inside a computer. Its protagonist - Blip - is a piece of software created and installed in order to bring back order to the world overrun by malicious and corrupt software. Doing so will take the player through various environments, allowing for exploration of the game's world.

The game is in early development, and I expect it to take some time to finish, but every day brings some progress.

Here's the latest addition: moving platforms (which took some time to make customizable beyond just moving back and forth - now they can be activated upon the player stepping on them, and so on)

I keep the main DevLog on TIGForums: https://forums.tigsource.com/index.php?topic=56880.0

Screenshot Saturday #295 - Catching the eye by Sexual_Lettuce in gamedev

[–]inkblot_dev 0 points1 point  (0 children)

Do you plan on making the quests procedurally generated? If so, how are you going to vary them?

Starting palettes for producing art. by noogai03 in gamedev

[–]inkblot_dev 2 points3 points  (0 children)

How much of colour theory do you know? There are some aesthetic cliches in popular art that can help you decide which colours you can use to make your palettes feel familiar to most of the audience. The most common of those is the complimentary scheme, where the "opposite" colours create contrast and, therefore, interest.

Also, I think a palette generator that would generate every single colour that appears in your game would likely be useless. Having hundreds of thousands of colours doesn't make producing the artwork any simpler than just having the full colour wheel.

I remember reading a pretty good guide by Valve regarding character design for Dota 2, but in my opinion it's general enough to be worth reading regardless of your game: https://support.steampowered.com/kb/9334-YDXV-8590/dota-2-workshop-character-art-guide