Learned a LOT today! I made the movement responsive and juicy. Added coyote time (few frames of jump possibility after leaving a platform), and jump queuing (jumping immediately again when close to the floor).
As always, have a quick look! ๐
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Posts by Problem 18
3 games showcased as previous month's champions. Cheese Chasers is shown as 2nd place.
Last month, Cheese Chasers was featured on FindNextPlay! A website that features upcoming indie games. It's an honor, thank you! โค๏ธ
www.findnextplay.com/games/cheese...
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Immediately, the first steps of creating a 2D platformer required me to learn new concepts. How to make the guy move and jump, that is. I decided to be cool and made myself a little debug window. ๐
Here's a simple look at what I got working so far!
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With each game comes a development blog post! For this one, we dive deeper into how I learned to implement state machines, godot resources, and more! ๐
Learn more about my work here:
problem-18-dev.github.io/problem-man-...
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Game #6 is coming up. I have an idea for this Super Mario Bros clone. It's going to be called "Snack Chads", and represent part of my personal daily routine. Taking a long walk to buy a snack.
I'm so proud that I'm halfway through the challenge! ๐
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Problem-Man is out. Game #5 in the Problem 18 challenge, and a tribute to the previous games.
That means an announcement post, and future development blog post will come in as well!
Read about the announcement here:
problem-18-dev.github.io/problem-man-...
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Problem-Man is out!
Collect points, and avoid ghosts through four unique mazes based on previous games! Each maze has its own art, and sound effects. Can you beat your own high score?
Play it on @itchio:
problem-18.itch.io/problem-man
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I made some progress that I can actually show off! ๐
Here's Problem-Man's main menu, and very simple cut scene between levels.
Time to finish the sound effects, fix up some details and Problem-Man will be ready for release. I can't wait!
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After lots of feedback, I added score labels for when fruits and ghosts are eaten. Additionally, the ghosts now "flicker" when they're close to turning back to normal when frightened.
Have a look!
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As I'm working on the SFX in the background, I prepared a version of Problem-Man for early testing by friends & family. Pressing space allows to quickly change between level designs. Hoping to get some opinions early!
Can't wait for you all to play it!
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Okay, so I got addicted to Elden Ring and lost track of time... BUT! ๐
I'm mostly done with the art for all levels, all that's left is sound effects and the menus and I can finally release Problem-Man!
Can you recognize each of my previous games?
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More or less finished with the Tricat level for Problem-Man! It's not perfect, but that's also not the goal! ๐
Got three levels to go. After that it's time for SFX, UI and the game will ready to be played!
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New update for Problem-Man's art! It's still a WIP but here's a looong gif showing off the art for each level. Take a look at the pellets, fruit, powerups, ghosts and pac-man himself!
It'll look awesome when I'm finished, please look forward to it! ๐
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Art's coming along step by step, don't mind the contrast as the maze's design will change appropriately as well.
Made the player and ghosts for Tricat, Keybricks, I need to go & Cheese Chasers!
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Apologies for lack of updates but life's busy! Here's what Tricat's level will look like (still WIP!).
Pac-Man becomes Tricat, the ghosts become witches.
Not sure yet how far to go in terms of the maze's art.. ๐ค
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It took me way too long to figure this out, dude.I can now change the maze's color (and thus its art) on command. Damn, that feels good boyyyy!
Improved HUD, added a start countdown, and a death animation. Gameplay is finished, now time for art. ๐ซก
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I am happy to say I'm 99% done with writing the gameplay loop and algorithms of Pac-Man. Today I added the start countdown timer and tomorrow's up for game over and next level handling!
Problem-Man's coming along well in the background. ๐
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Slow but steady progress. Implemented the ghosts' system for being eaten and respawning after a certain time. Ghost gets eaten, they rush to jail, then wait a certain amount of seconds before joining back in.
Here's what that looks like! ๐
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I'm still around, had some irl stuff to do! Pac-Man's system is tricky but I got it! I'm back to it yet again and thus here's a small look, lots of progress made and to be made soon!
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Back to it after the weekend. The game's logic behind the scenes is more complex than I anticipated, it's quite difficult!
At least I can control the ghosts' states by events now. First a short wait, then scatter for 7 seconds, chase for 20 seconds, ..
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Despite lack of time today, I added the pellets, scores and fruits! It's placeholder art, I know it looks goofy. ๐
Using these newly learned patterns like event bus, state machine, managers, ... Has made my code so scalable, I love it.
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Created the specific behaviors for each ghost! Explored the event bus pattern and now I can tell them all to switch to a specific state with one press of a button. It's so cool!
I'm making good progress behind the scenes! ๐
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TIL finite state machines are awesome! Separating the ghosts' logic for what they should do, when, why, and how is separated per state. I'm still learning how to utilize it properly, but I am getting there.
Short look at the red ghosts' four states!
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Thanks for asking!
Yes, the plan is to fully implement the gameplay of classic Pac-Man for educational purposes. I'll also try to put my own little spin on every game I learn to make as I dislike making 1 to 1 copies. ๐
Today's task was to make the maze's art more consistent and to align it with the original game's maze. I managed to fixed the ghosts' jittering and improved their navigation & behavior.
Tomorrow's time to learn about state machines!
#indiedev #gamedev #godot
The player moves by always snapping to the center of the next tile in the game's grid, the ghosts use grid A* navigation.
Disallowing diagonal movement and indicating which paths are available was most of the work, at each tile the ghosts re-evaluate their path. ๐
I figured out the ghosts' behaviors! ๐ค
Red: directly chases
Pink: chases four positions ahead
Orange: chases if far away
Blue: chases double the distance of red's distance to player
It sounds simple, but I am not having an easy time, lmao. ๐ฅฒ
#indiedev #gamedev #godot
Image in space with the "Cheese Chasers" logo, a cheese ship shooting lasers at mice.
Cheese Chasers' announcement got a record 40 likes!
Thanks to everyone for sticking with my journey, every game brings me a little more attention I never thought I'd receive, and for that I am very grateful.
#indiedev #gamedev #thankyou