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Last week was a modelling one. There aren't a whole lot of new mechanics but it was still a productive week nevertheless.
Custom FontFirstly, I've previously talked about creating a custom font to display some of the GUI icons.
Well, with the use of FontForge, we were able to add v…
Last week I've worked on implementing statuses in the game.
To put it simply, statuses negatively affect entities. Things like poisoning or bleeding, for example, will continuously dish out damage for a specific amount of time.
StatusesHere's a list of some statuses and their effec…
In my previous update, I've said that the next step would be to integrate relics in the game.
I'm proud to say that I've managed to implements some of th…
I've decided to change the frequency of these updates: most of the times, I just do some minor updates and graphical tweaks here and there. Therefore, if I do these updates weekly, then I'll have a lot more content to write about.
So, yeah...
Last week, I've been working on adding many …
During the past days, lots of shaders were updated and other visual things did too.
Firstly, I've added lights effects when the crystals get shattered. There's also a burst of particle emanating from the broken crystal on impact.
Also, enemies now leave a ragdoll corpse behind when they …
Today was kind of a slow day too. I've haven't got a lot of sleep lately (thanks little hamster wheel in my head)
But at last, I was still able to add (and also fix) some graphical components here and there.
In short, I've made the first and last rooms of the level more distinct from eve…
Today, I've worked on level exits.
When the player arrived at the last room before, nothing awaited him. He was stuck for eternity on the same level. Kinda boring, actually...
But today this is no more! Now a big Ethernet port awaits the player at the end of the level.
He just needs …
Today, I've fixed some bugs with the crystal throwing algorithm.
Basically, crystals will be used by the player to get to those alternative paths I've mentioned in my BPS tree entry.
There'll be at least …
In the previous iteration of our game, we decided to use an actual cone as a way to make an AI "see".
This implementation was hazardous, and it quickly became one of the hardest things to implement.
We eventually were able to code it all, but the result…
Today was kind of a slow day: I had many things to do, so development was kind of light...
Nevertheless, I've still managed to do something...
I've added a way to highlight items through emission (not unlike how we did it…
Today, I've modified the shader I've previously made so that it can take a "wetness" parameter.
Basically, in my palette, the first 4 columns represe…
After really thinking about it, the method I've used to play MP3 wasn't the most flexible, so after re-work…
So the game I'm working on is going to use rooms that are connected to each other by little holes, creating something somehow similar to "Binding of Isaac", but with organic room disposition rather than rooms placed on a grid with specific dimensions.
To do this, I needed to search for a goo…
In order to increase the aesthetics, we looked for tips on the post-processing filter for our engine and came up with the idea of using a VHS / Analog post-processing filter,
Because my teammate had already built OpenGL shaders in the past and that's kind of his hobby, he gave me the link to…
Steering behaviors are use to maneuver IA agents in a 3D environment. With these behaviors, agents are able to better react to changes in their environment.
While the navigation mesh algorithm is ideal for planning a path from one poin…
In our brainstorming, we had the idea of a type of item dropped by enemies that will have a very particular look: it will reproduce bismuth and, in particular, its iridescence.
What is Iridescence?Remember CD? The under side of CDs had some trippy colors that changed based on which ang…
When we started our game, we already knew it was going to be really abstract.
Therefore, we also knew that, in term of shaders, it would be a real challenge.
However, because we use jMonkey Engine (which is a shader oriented engine), we also knew that doing a custom shader with it was go…