![Combat Stats](https://uploads.gamedev.net/monthly_2018_10/screen_2018_10_4_12_6_20.png.b1dc7890d5e9fb018b6a2bf75da79cf0.png)
I am currently working on combat stats. I've worked on them before, but never really fleshed out a system I've been satisfied with. For the most part, I've gotten by with half-assed, or at best three-fourths-assed systems that always kinda change as my requirements change, but with no clear struct…
![Drunks Standing Around Punching Each Other](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
A lot of years ago, I witnessed a fascinating exchange between three drunk college students of my acquaintance. The setting was a bonfire kegger in the hills, the setup was a masculine test of bravado and toughness, and the payload was funny as hell. These three fellows (who were all so drunk, the…
![Lighting Settings, Doodads and Water](https://uploads.gamedev.net/monthly_2018_08/screen-2018-8-16-18-55-23.png.9b666f4e05f5b9d986c5fb634b643fc8.png)
Been working some more on the editor. I've implemented the ability to tweak the lighting parameters of the level, including the Front (main) light color/brightness, the Back light color and brightness, as well as ambient and fog colors. A couple sliders allow me to control the fog distance and att…
![Goblinson Crusoe Level Editor](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
Been awhile since I updated, but I haven't been idle. Mostly, anyway. The usual hindrances to my development time apply, of course, but I have made some progress.
My big project lately has been to repurpose my terrain editor to build a level editor for Read more in /* Why you crying? */
![Resistances and Defenses](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
I've just come off a several-months-long jag of playing Path of Exile. PoE has influenced the (sporadic) development I've done through that time on Goblinson Crusoe by a great deal. While GC is turn-based, it shares a lot of the same DNA as PoE, specifically in the influence of Diablo and Diablo 2…
![Thinking about it, if I have time.](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
Thinking about doing the latest gamedev challenge, assuming I can find the time. PacTank will rise. Maybe.
![U3DTerrainEditor Project Page](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
I've created a project page for the U3DTerrainEditor I have been working on. Project now includes a downloadable Windows binary so you can try it out. Warning: rough code ahead. It's still a pretty unpolished project, but you can do some cool stuff with it regardless.
Your first terrain:
1) Down…
![ANL Editor, GC Editor, The Future](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
Following along from the previous post about the node graphs, I have lately pulled the node graph stuff out and have started work also on a standalone editor for noise functions. https://github.com/JTippetts/ANLEditor
The editor uses the node graph functionality, along with an output node that pro…
![Node Graphs and the Terrain Editor](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
I've been working on the node graph editor for noise functions in the context of the Urho3D-based Terrain Editor I have been working on. It's a thing that I work on every so often, when I'm not working on Goblinson Crusoe or when I don't have a whole lot of other things going on. Lately, it's been…
![Node Graph UI for Accidental Noise Library](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
So the last couple days I've been working on something that I've wanted to do for a long time now.
I've been building it as part of a terrain editor I've been working on. It's still mostly uncomplete, but so far you can create nodes, drag links to link/unlink them, then output them to a greyscale…