#Gamedev

Oh, the marketing guy? Nop, didn't see them.

#gamedev

2025-07-09

Some weather effect tinkering ^w^

#programming #gamedev #homebrew #SEGASaturn #rpg

2025-07-09

What developer console add-on do you like to use in your #godot projects? Why do you like it? #GameDev

Daan | New To Narrativeturbohermit@peoplemaking.games
2025-07-09

A game is most fun (for me) when you've learned the rules and understand the core gameplay, but you're still learning strategy and seeing new possibilities each session. If you're too deep in the weeds, you start to see the limitations of the systems, and the magic fades imo.

#gamedev #indiedev

woke up in the cave again
flower grew where the boss died
biome’s healing... or hiding
new relics spawning post-wipe
procedural spirits whispering in 16-bit tongues
#voxels #gamedev #zoxel #madewithc #soloDev

HyperComboGamerhypercombogamer@mas.to
2025-07-09
2025-07-09

I have a #ProgrammingPatterns problem in my #Godot #GameDev project. I think that the solution is some kind of dependency inversion, but here's the problem.

I have an autoload (global Singleton) which manages interaction between different entities in the game. Each game entity exists in the autoload as a class instance. Interactions follow the Command pattern, and call methods on those entity instances that modify the world state. So far so good.

However, each entity also has game objects when it is in the current scene. For example, some animated sprites, physics objects, stuff like that. Those scene nodes are primarily controlled by the Singleton-managed entities. When they enter the scene tree they register themselves, load their state, and do their stuff.

And here's the problem: the same interaction needs to do different logic depending on if it has a scene node or not! For example, when I call "open" on a door, if it's in the scene it needs to tell the scene node to play an opening animation, wait for the animation to finish, and then set its state to open. But if the door is not in the scene (maybe it's being opened remotely from a different room), it needs to just set the state to "open."

What's the best way to do this? Just branching logic depending on if a scene node is registered or not feels like it will become problematic eventually, when there are many many entities with all kinds of unique scripting. Maybe there should be some kind of interface that can be called, that will have a scene node implementation and an additional default implementation that will be used if the scene node isn't registered. This feels overly complicated, especially given that GDScript doesn't really support interfaces that well.

Important considerations are that I need to be able to get feedback when those methods are called, so I can't use signals (an observer pattern), and it should be easy to override various methods to allow unique scripts for any object. And it needs to be reasonably scalable because there are going to be a lot of those and I need to be able to manage them.

What do you think? I'm guessing that this has already been solved before.

Boosts welcome.

#programming

Aubreader MastoAubreader@mas.to
2025-07-09

AI zabija gry w niespodziewany sposób - przykład Microsoftu - Yeti (nie tylko) o grach

yetiograch.pl/gry/ai-juz-zabij

Mamy piękną okazję by zobaczyć, na przykładzie Microsoftu, że szkodliwość AI objawia się nawet wtedy, gdy nie jest używane.

#AI #gamedev

2025-07-09

I get good results in my engine with old school global illumination (offline computing of SH probes) .
I still have light leaks, but I'll try to reduce them.
#indiedev #gamedev #solodev #GlobalIllumination

Ever Green Gamesevergreengames
2025-07-09

hello Mr. Pepetty!

RPG in a Boxrpginabox
2025-07-09

It's wonderful to see everyone excited and talking about Steam Multiplayer and being able to play and make games together!

Which are you looking the most forward to: playing games together or making them together? 🕹️

2025-07-09

Been doing some game design that's obviously inspired by roguelike deckbuilder tropes. But hey, they're tropes for a reason!

Having some kinda starting bonus to pick from really adds some much needed early-game variety and decision-making points. Ended up pretty fun!

#gamedev #wipwednesday #indiegamedev #godot

A screenshot of the starting bonus event from Raccoons to Riches. Choices are "Remove a card from your Inventory", "Start with more Influence", and "Choose a rare Tactic to Learn, lose all starting Gold"A screenshot of the starting bonus event from Raccoons to Riches. Choices are "Learn one of 3 Uncommon Tactics", "Start with extra cash (+$150)", and "Start with extra cash (+$300), reduce your starting lineup length (-1)"A screenshot of the starting bonus event from Raccoons to Riches. Choices are "Transform a Card", "Befriend a random common Customer", and "Gain a random Rare Decoration, Gain 3 Restockable Trash"

Client Info

Server: https://mastodon.social
Version: 2025.04
Repository: https://github.com/cyevgeniy/lmst