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@freepdryer
Bonk
OKay!
Its been on long time on here, hasn't it? Well, neither of us are gone or given up (as you can probably see with Snails post history probably) So that's good news :P
I had a demo that I opened up to some close friends for a FPS controller and tested it quite thoroughly. It hasn't gone anywhere but it was a great learning opportunity B)
In May, I and a offline game developer bud participated in a... questionably organized Game Jam "Pixel Game Jam" and published a game "From: The Dead", an arcade package delivery game set in the zombie apocalypse! Feel free to play that here
Something about this game spoke out to me though, so I have been working on remaking it with a larger scope in mind, procedural levels, upgrades(?), more advanced visuals and more!
I started off with remaking the player controller for use in with a 3D Isometric world and working on a pipeline that allows a really convenient to add new skins in the future!
After adopting the previous animations, I started towards rigidbody3D packages, allowing for very fluid movement and collisions
Currently I'm working on level generation and then soon to be the zombie AI! There's still a lot to go with this project, sound effects for one thing... But next after level gen and zombie, its to explore different modifications and runtime changes!
Ill be working on this over the next few months so stay tuned for more updates!
posted an album to bandcamp :333
spotify and co. tomorrow
art by @freepdryer, inspired by @hypertheticall and featuring @enthuusiassm !!!! yayy!!!! wahoo!!!!
they got stuck :(
made a game @kermit-willsellyoueggs does not approve
DevLog 2 - The Devining
well. it only took 3 months. but here is our new devlog! or however you call it... We did write a whole devlog for early march, but with school and work taking up most of our schedule, we did not post it, and most of our progress fell to the sands of time.
Snail (@snailmusic) -
Yeah I didn't do nearly as much as freep, so most of those changes will be down there. part of the reason though is that ive been doing a lot of work on my music (haha yes self promo) so if you want to check that out it'd be great! (most of yall are just from my acc so you probably alr know) (my current style of music is probably not representative of O2's audio style or vibe, still working towards that)
The main thing I did was improve trenchbroom (level editor)/qodot/godot interop, which can bring us closer to building some levels (and who knows, a little alpha test in the future ;)). It was actually realllyyyy annoying due to a lack of documentation for qodot 4 (and also ill admit it, a bit of my stupidity) so there was a bug that I couldn't fix for a long time but eventually it was fixed and now it works great!
I also started looking more into the art style of the game, and I'm even learning a bit of how to draw (thanks to my friends! I wouldn't be able to learn like at all without them lol).
^ guy on a cube
oh yeah speaking of outside help im getting this is (very slightly) now bigger than us two! the others aren't doing too much we can note right now (one doesnt have a tumblr acc either) but when their contributions come more into play we'll include them here.
See ya next time!
Freep (@freepdryer) -
Back in march, i spent a lot of time working on the AI, getting it to move… and run away, sort of. But more of that will come later.
Lots of these last week or so has been on the character controller, and reinventing the wheel to introduce a state machine and get a lot cleaner code so its easier to revisit if we ever had to.
Im proud of the work that we've done so far, as we come close to a prototype with *Gameplay*
New Things
Changed the look of the enemy slightly to remove the “amongus factor”
Rewrote the entire script for nav pathing
New enemy prototype can now feel pain / has a health pool that can be depleted using bullets from the player
Added a new line of sight for the enemy to check whether or not the player is in the area to follow
Added the ability for the enemy to hide - WIP - enemy can hide but isnt very good at it. Kinda like a child who turns away while hiding in the corner.
Enemy can also detect when youre in a certain range, I will be adding more flags later on for detection (when the player shoots, sneezes, or explodes on accident)
New testing map!
New areas for target practice, line of sight testing, following and hiding
New player character controller!
Rewrote the entire script for the inclusion of State machines
This was painful.
Added 6(?) new states for several movement states
Added animations for
Walking
Running
Jumping
Crouching
Fixed the stair problem
Whats next?
Continue work on enemy AI - finish hiding, add roaming, add attacking
Dunno?
Fix the stair problem again, but more?
Weapons!
The end?
Thanks for coming to our devlog! We will be back hopefully very soon!
devlog 1
yeah we didn't forget about this game! we actually worked on it today! hooray!!
this one is gonna be short because we were so excited about actually making progress that we only have two progress gifs
pt 1: freep
freep built a little demo for the enemies, and started working on a state machine that will hopefully evolve into a complex enemy ai!
thank you godot navmesh
pt 2: snail
i made a character controller with working "gun" and implemented trenchbroom (quake map editor) support!
mmmmmmmmmmmmmmmwahhhhh qodot <33333
thats it for today, hopefully this is not the last one to happen!
impulsive work is the best work
Today it's the only day you can reblog it
Are you straight
👍
this is what an ask looks like in ur notifs
👍👍
what engine are you using for this?
Godot! Version 4 specifically.
Originally when we were in initial initial planning for this is was gonna be unity (like 5 years ago) but since 4 came out and we both wanna work on this more we decided why not godot?
-Snail