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dphrygian

@dphrygian@mastodon.social

MAEK GAEM
Principal Engineer at Question
Co-owner at Minor Key Games
โœ๏ธ

๐Ÿ‘ค he/him ๐Ÿ”— https://dphrygian.com/

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dphrygian, to gamedev
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Trying to hold myself to writing a weekly devlog now. On design and difficult decisions for Eldritch 2: https://www.dphrygian.com/wordpress/?p=281

#gamedev

dphrygian, to random
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Hot take: every custom engine is better than Unreal, Unity, or Godot, because it is written to serve a specific game.

dphrygian, to gamedev
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Finally got back into Eldritch 2 dev after almost a month of brain fog and minimal progress. Figured out a better structure for the overworld and dungeons, which finally unblocked some environment art tasks.

#gamedev

dphrygian,
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@onelson I guess I do, by necessity. I look for programming tasks whenever possible because that's where I'm happiest.

dphrygian, to random
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I wrote a blog post about save-anywhere in games: https://www.dphrygian.com/wordpress/?p=256

dphrygian,
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@Doomed_Daniel

The way I do it, each NPC's knowledge (or "working memory") gets saved, so they would retain "has seen the player recently". Then upon loading that file, their behavior tree will use that knowledge to get them back into the "is looking for them" state.

I experimented with saving the full behavior tree state once, but it massively bloated my save files, was very brittle (couldn't resolve the state if I changed the structure of behavior trees), and didn't really gain anything.

dphrygian, to random
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I updated my blog to use a slightly more modern WordPress theme that actually works on mobile. Then I had to make a bunch of CSS tweaks, because basic stuff like font size is not exposed in WordPress themes. At this point I'm very tempted to just replace WordPress with a static HTML page that I update by hand. It'd be easier, and faster.

https://www.dphrygian.com/wordpress/

dphrygian, to random
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I wrote some words about art and programming and indie gamedev and Piet Mondrian. https://www.dphrygian.com/wordpress/?p=236

dphrygian,
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While writing this, I discovered this in my WordPress drafts, from August 2013. It was transparently about The Bureau: XCOM Declassified but gosh does it also feel like every game I've ever worked on.

dphrygian, to gamedev
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In between the Super Bowl and a lot of Real Life today, I did some work on generated water flow maps, pretty happy with the result.

#gamedev

Video of a game scene with a texture demonstrating water flow based on the height and normals of an underlying surface.

dphrygian, to random
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I donโ€™t think Iโ€™ve shared my custom computer case design on here yet.

dphrygian, to random
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I set up a system to override world properties at certain multiverse coordinates. Note to self: avoid the nightmare world. ๐Ÿง๐Ÿง๐Ÿง๐Ÿง๐Ÿง๐Ÿง

dphrygian,
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@onelson I should check that out, I've seen bits but never played it.

onelson, to random
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Tonight's #CookingAdventure is Fried Onion Cheeseburger and the first thing they have me do is slice some onion thin, salt it and let it sit for 30 minutes. Weird.

dphrygian,
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@onelson Ooh the color on those onions is :chefkiss:. I'm hungry!

dphrygian, to gamedev
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In theory, my procgen level code has supported any number of recursively nested generators for a year or so now, but I didn't finally test it until tonight.

Now I've got an outdoor overworld generator, with nested indoor dungeon generators, with nested furnish generators to scatter random geo around rooms.

There was one big mistake with sector indexing, and one smaller bug with transforms not quantizing correctly, but I fixed those, and it works great! Generates in about 100ms, too.

#gamedev

dphrygian,
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I should probably do a blog about this system in detail, since I don't ever want to do a GDC talk again. Not tonight because it's late, but I'll put that in the hopper for this weekend.

dphrygian,
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"Hey David why don't you ever want to do a GDC talk again?"

Thanks for asking, it's because I'm bad at public speaking, they only paid me with a pass, and the conference is exclusionary to people who can't afford to travel to SF.

dphrygian, to random
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A fun thing about making a game based on Lovecraftian fiction is deciding whether to open with a disclaimer that Lovecraft was a racist, homophobic, supremacist fuckwit, or whether to pretend he didn't exist at all and that fishpeople are just people made of fish.

dphrygian,
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I went with the latter when I made Eldritch 1 a decade ago, but I never felt great about that, or about making the characters from Lovecraft's racist miscegenation horror story into de facto bad guys.

dphrygian,
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I'm probably doing a level based on "The Rats in the Walls" in Eldritch 2, and Lovecraft's racism is unavoidable at that point. I was leaning toward just dodging the issue again by not saying his name, because opening with a statement felt like intentionally "politicizing" the game; but then I realized there's nothing political about saying that racism is bad or that a revered author was a racist, and anyone who gets mad about it doesn't deserve to play my game anyway.

dphrygian, to gamedev
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I'm finally ready to talk about Slayer Shock, 7 years after its release. https://www.dphrygian.com/wordpress/?p=216

#gamedev

dphrygian, to gamedev
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It's a bit janky but I implemented climb-up and drop-down navlinks and now I've got enemy AIs who can clamber up and over 1-2m tall walls.

#gamedev

dphrygian, to gamedev
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I wrote a brief illustrated history of my personal Rosa engine, complete with new screenshots of very old unfinished projects: https://www.dphrygian.com/wordpress/?p=199

#gamedev

Screenshot of Schloss der Wรถlfe, a game jam I shipped last year.

dphrygian, to gamedev
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This is very specific, but does anyone have a good resource on roguelike procedural generation that ensures connectivity between every room? For years, I've done a hacky thing where I build a complete map and then reject it if the rooms aren't connected, and that seems wasteful, but checking connectivity for every inserted room (or rather, every potential room to possibly insert) seems exorbitantly expensive. It might be faster to just fail and retry.

#gamedev

dphrygian, to gamedev
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Got simple networked player proxies implemented this morning. Netcode is easy when everyone is their own server and no one can interact with each other. ๐Ÿ˜† #gamedev

Video of a networked player proxy jumping around another playerโ€™s world

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