Made a game for mini jam 205! Collect the plushie! Ship them off!
#minijam #gamejam #indiedev
sappirgames.itch.io/pony-plushie...
Posts by Sappir
Learning how to to make a cafe 3d models and programming the game ended up being too much to do solo.
I just learned in blender you can bake shaders into an image. You can bake multiple shaders into an image. I always thought you had to draw on the uv map or the 3d model itself. Then if you used shaders you had to rewrite it in the game engine.
I'm thinking a mushroom cafe for my game.
schedule1 with those simulator shop games.
#minijam #gamejam #indiedev
Going to join minijam 204 cafe
#minijam
itch.io/jam/mini-jam...
It's interesting to realize that a lot of game systems can't be passed without lots of overhead to make them work. The ones that can be passed are something I'm now going to call frames.
Examples is an inventory system with serialization. Storing nodes is fine until you make structured data.
Working on trying to make a new game.
Taking a break from my game by joining jamsepticeye jam!
TIL the differences between stacked vs expanded mechanics.
Stacked = multiple systems layered together (Pokémon: abilities, moves, types, stats)
Expanded = one core mechanic with lots of interactions (Mario: jump + stage elements + temporary powerups)
#gamedev #indiedev #devlog
Spent the last month redesigning my creature system architecture. Hit a wall trying to hold complex systems in my head and had to step back multiple times.
Bought a whiteboard to visualize the system. Moved from a single dict to multiple tables for library, design, and save/load.
#gamedev #indiedev
You can tag all the tiles that are two tiles tall (or taller). You can then run a script over all the tiles that are two tall tagged. Then check the tiles that it could be covering or maybe check the world position and see if its being occupied.
Today while refactoring my code I realized:
1. My design is very similar to how Jonas Tyroller recent video talks about glue code. Separation of data, systems & glue
2. Making systems abstract shows common patterns that people have developed. Particularly input/output, validation, and purpose
Sorry its someone else's code snippet they posted on discord.
TIL while reading someone's Rust code:
1. Traits/interfaces can build plug-and-play save/load systems. Anything that needs saving just implements the trait
2. Godot workaround: composition via instantiate component in _ready() or inner class extending component
#gamedev #devlog #indiedev
TIL while working on skill trees
1. Get are a good catch all for initializing values for lazy and dirty coding .
2. The shape of the code determines the content.
3. Making arrays and hashtables are generally just better unless its a one off thing.
#gamedev #devlog #indiedev
How my game used to look like
Spent half the jam building an inventory system, had to pivot to this arena game. I learned a lot about scope management and creating enemy ai.
#gmtk
This is my submission to GMTK. I did a spatial loop
#GMTK
sappirgames.itch.io/spaceriftgtm...
2 days into GMTK and I'm still working on a whole inventory gui with drag and drop and equipping. I think It's times to pivot.
I'm joining the #GMTK jam! Theme is Loop!
I am ready for GTMK jam!
I got sick during the last day of the jam. Too Much Jams.
It took me 3 days but I got a working Inventory System in Godot
Made a inventory in the Microjam Colors.
Game needs some love, but I think I love loot
sappirgames.itch.io/microjamcolors
Finishing up my sokoban game for wild godot jam 82 unseen
#godot #Godotwildjam
Working on a sokoban game for wild godot jam 82 unseen #godot