Posts by Lokkij
godot-rust v0.5 released!
- Godot 4.6, Rust 2024
- Typed dictionaries
- Non-null object API
- Export tool button
- s == "literal"
Devlog: godot-rust.github.io/dev/march-20...
Help us spread the word: redd.it/1s5it1y
If you like it, consider GitHub star or sponsor!
Huge thanks to all contributors!
Today's Load-bearing Tomato addresses the age old question:
"why don't the devs just [SOCIAL MEDIA OPINION]"
It turns out, "a lot of reasons", but if you never have to test your ideas, you never have to discover why they're not any good.
loadbearingtomato.com/p/why-chasin...
New blog post!
I've been thoroughly enjoying making a game in Godot, using the excellent Rust integration provided by the godot crate. But it hasn't been entirely painless, so here's four things I figured out that make the experience even better: blog.lokkij.com/godotrust-tr...
We're launching a website.
Jank is an independent PC games website funded by readers.
jank.cool
If you like funny, thoughtful games journalism and can't stand adverts, deals posts, affiliate links, and other nonsense - Jank is for you.
t. #pixelart
Adam this is great!
Dark rituals and dungeon dwellers clash in this frantic war for territory.
In Ritual Underground players draw from a shared deck and dice pool — any resource you leave unused may be turned against you.
Playtesting now, with print and play and tabletop simulator!
tinyurl.com/ritualund
orb seer #pixelart
Update: I fixed a couple bugs; most notably, the game now periodically checks for words that got stuck outside the play area or in the top right, and teleports them back to the middle. There was also a bug where completed categories didn't always receive a tickmark; this shouldn't happen any more.
Thank you! ❤️
Yeah, I made the categories by hand. I tried for a mix of simple, concrete categories and some really funky ones; glad to hear you found them creative!
I made this in a weekend (I had the idea last Friday), so let me know if you find any issues. I tested it a bunch, but variation between browsers can be a giant pain sometimes.
Also note that at the moment, the game does not save - if you reload the tab, your progress will reset!
I made a word game! You sort words into categories, and then find the connections between the categories.
It turned out really fun, and it's pretty big: this one puzzle has 87 words divided over 18 categories.
You can play it here: lokkij.com/categories
Tablet or larger screen recommended.
Still looking for more alpha testers for KERO, my 2D game framework for Rust! It's like MonoGame or LÖVE, but in Rust!
If you're new to Rust or experienced, anyone is welcome, I think coding games is a cool way to learn a language.
CRATE: crates.io/crates/kero
DISCORD: discord.gg/AYjNw9WHJa
I've written a blog post about %-based reduction systems in games: blog.lokkij.com/reduction-sy...
If you're creating a game with stats like cooldown reduction or damage reduction and you haven't given much thought to how those stats scale, this post should help you avoid some pitfalls!
That approach doesn't help on the reduction side (flat bonuses can approach the asymptote just as well as % bonuses) and you probably still want to sprinkle in some juicy % bonuses, but then at least the bulk of your system is clear and unambiguous.
Yeah, that's a classic. For the positive side, I like the way League of Legends does it, where you get a lot of flat bonuses to a stat (attack damage, ability power) and abilities tell you exactly how they scale with that stat. Gives you a lot of flexibility while still being super clear.
Hey bsky I'm an artist and game developer transitioning away from twitter. If you like my art or my games help me out by sharing it around. There will be no shortage of RUIN related art for the foreseeable future.
#gamedev #pixelart
Plus, the explanation of “if you equip this items, you will receive 30% less damage than before you equipped the item” is pretty appealing. There’s still some oddness in that five items of 10% are much worse than one item of 50%, but eh, no system involving lots of numbers can be perfectly intuitive
This is a cool approach! It doesn’t scale linearly: 20%+30%+30% gives 155 effective HP by my calculations, which is much better than the 400 eHP from additive stacking but still more than the 80 eHP from a linear system. If you mostly give out small values of the stat I imagine it works pretty well.
I've written a blog post about %-based reduction systems in games: blog.lokkij.com/reduction-sy...
If you're creating a game with stats like cooldown reduction or damage reduction and you haven't given much thought to how those stats scale, this post should help you avoid some pitfalls!
Great idea, I'm in!
Here is the advice I wish I'd had about running a pretty big game jam on itch
davemakes.com/extremelyspe...
a sea-bird has built a somewhat unbelievable nest on the roof of your house. what do you do?