Day 19
I've tweaked the car mechanics a bit.
It's now powerful enough to get up to 200km/h on flat ground, but remains handle-able in bumpy terrain. The center of gravity is barely high enough that you flip over when you turn fully at high speeds.
So most of the time, you don't have to worry about it, but there is still some nice sway from the suspension in curves.
Also, I've coordinated the horizon color with the distance fog, so terrain pop-in is less noticeable.
it looks so simple but i had to refactor so many systems and even create an entire entity hierarchy to make it so you can mouse over, click, and pick back up crafting components from a crafting station like this
glad it's done though
it looks so simple but i had to refactor so many systems and even create an entire entity hierarchy to make it so you can mouse over, click, and pick back up crafting components from a crafting station like this
glad it's done though
My interactive tween guide for Godot is out !
If you have trouble using tweens, adding "Juice" or picking the right transition, it should hopefully help!
The guide is free and will always be 🩵
https://qaqelol.itch.io/tweens
Boost and feedback are really appreciated ✨
#Godot #GodotEngine #Free #Guide #Tutorial #GameDev #Dev #GDscript #TechArt #Animation #2D #MadeWithGodot #itchio #Web #Tween
My interactive tween guide for Godot is out !
If you have trouble using tweens, adding "Juice" or picking the right transition, it should hopefully help!
The guide is free and will always be 🩵
https://qaqelol.itch.io/tweens
Boost and feedback are really appreciated ✨
#Godot #GodotEngine #Free #Guide #Tutorial #GameDev #Dev #GDscript #TechArt #Animation #2D #MadeWithGodot #itchio #Web #Tween
Day 19
I've tweaked the car mechanics a bit.
It's now powerful enough to get up to 200km/h on flat ground, but remains handle-able in bumpy terrain. The center of gravity is barely high enough that you flip over when you turn fully at high speeds.
So most of the time, you don't have to worry about it, but there is still some nice sway from the suspension in curves.
Also, I've coordinated the horizon color with the distance fog, so terrain pop-in is less noticeable.
Day 18
The camera now follows the cars rotation, with manual twist control through the mouse. I also wanted to add pitch control, but I don't understand how to work with angles in 3D. :/
I also had a look at the car physics in pakoon. That was quite a bit more drifty and almost glued to the ground. So tomorrow I think I'll make some flat test terrain and try to tweak the physics so it feels better.
Currently, the driving is pretty unsatisfying.
Day 19
I've tweaked the car mechanics a bit.
It's now powerful enough to get up to 200km/h on flat ground, but remains handle-able in bumpy terrain. The center of gravity is barely high enough that you flip over when you turn fully at high speeds.
So most of the time, you don't have to worry about it, but there is still some nice sway from the suspension in curves.
Also, I've coordinated the horizon color with the distance fog, so terrain pop-in is less noticeable.
ok! now when you add crafting components to the carpentry table you can see them on the table in the world! well, up to a pile of 3 anyway >_>
now i just need to add the recipe picker, pressing E to craft, and being able to pick the components back up and it'll be ready!
polished up the hint text for crafting stations to tell you what inputs they accept
doing these hint texts is a pain but i believe in the game teaching people how to play it instead of a wiki
Day 18
The camera now follows the cars rotation, with manual twist control through the mouse. I also wanted to add pitch control, but I don't understand how to work with angles in 3D. :/
I also had a look at the car physics in pakoon. That was quite a bit more drifty and almost glued to the ground. So tomorrow I think I'll make some flat test terrain and try to tweak the physics so it feels better.
Currently, the driving is pretty unsatisfying.
Day 17
We have some "gameplay" now. You can pick up pizzas and deliver them to the one client in the world.
I wanted to point towards goals by positioning icons on the screen, and I did have the conversion to screen space coordinates running, but it freaks out if the object is behind the camera, so I'll have to figure that out.
For now, I'm just happy that the easier to implement pointer is no longer patented :P
Day 18
The camera now follows the cars rotation, with manual twist control through the mouse. I also wanted to add pitch control, but I don't understand how to work with angles in 3D. :/
I also had a look at the car physics in pakoon. That was quite a bit more drifty and almost glued to the ground. So tomorrow I think I'll make some flat test terrain and try to tweak the physics so it feels better.
Currently, the driving is pretty unsatisfying.
🦊it's still Trans Visibility Week so let our puzzle game be visibile to you (???) it's a puzzle game where you have to touch every tile, but there's a lot of trickery so you can't just like, do it heh
https://store.steampowered.com/app/3284270/Blobun/
https://cyansorcery.itch.io/blobun
🦊it's still Trans Visibility Week so let our puzzle game be visibile to you (???) it's a puzzle game where you have to touch every tile, but there's a lot of trickery so you can't just like, do it heh
https://store.steampowered.com/app/3284270/Blobun/
https://cyansorcery.itch.io/blobun
Announcing CODING MEDIEVAL WORLDS 6, our next workshop for historians and game developers! It'll be 20th-22nd February 2026, and if you're an interested historian or dev we'd like to see you there!
Please share widely to friends, all questions welcome :)
Announcing CODING MEDIEVAL WORLDS 6, our next workshop for historians and game developers! It'll be 20th-22nd February 2026, and if you're an interested historian or dev we'd like to see you there!
Please share widely to friends, all questions welcome :)
Heute habe ich mein zweites Videospiel veröffentlicht!
BABYBOMB!
Ihr spielt eine Bombe, die ihr Baby vor heranstürmenden Wasserkreaturen verteidigen muss. Sprengt das Wasser! Aber passt auf euer Baby auf!
🪦 Legendary game designer, programmer, Space Invaders champion, and LGBTQ trailblazer Rebecca Heineman has died
「 Born in 1963, Heineman initially made a mark on the industry by winning a national Space Invaders tournament in 1980 in New York, becoming the first formally recognized US champion of any videogame. She went on to have a far-reaching career, being credited on 67 games according to MobyGames 」
As a solo indie dev, I can tell you: reviews mean the world. They boost visibility, morale and sometimes even motivation.
So if you loved a game: say it loud, say it with a (Steam) review.
#SupportIndieDevs #SteamReviews #IndieGameDev #solodev #indiedev #indiegame #gamedev