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Koder makes Games

and occasionally writes a devlog

Tag: dev

If you are not a gamedev, you will likely find this boring.

April Fools’ Joke led to complete character art overhaul

2021-04-03 koderDevelopment

…and it all happened because of an April Fools’ joke. How could that happen? Two days ago I thought of a small joke – I figured I can easily replace crew portraits with some AI-generated[…]

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Artificial Support

2019-09-04 koderΔV: Rings of Saturn

One of the worst bugs your game can encounter is a race condition. It happens when multiple threads try to access the data and usually is deceptively elusive – game can run fine for a[…]

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Account of Greed

2019-02-112019-02-11 koderGames

I spend bulk of the development time expanding the games AI. Latest improvement is the ability of NPC ringer ships to find and catch asteroids. This is a multi-level improvement: Pathfinding AI has been improved[…]

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Sneak-peek on the dive summary screen

2018-11-25 koderGames

The dive summary screen will look something like this: The noteworthy detail is the fact that this screen uses exactly same mineral sprites that are used in-game – they are just zoomed in. This means[…]

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The Design of Mechanics

2018-11-09 koderGames

Aiden Iozzo has joined ΔV development team as Mechanical Designer. His role is to ensure that all contents of the game adhere to hard science-fiction paradigm we subscribed. He will make sure that all the thrusters are[…]

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The grand Paralax

2018-09-272018-09-27 koderGames

“You know what ΔV needs?” – said a friend a while ago – “A parallax scrolling”. And he was right. This was supposed to be easy, but turned out not so much. Godot Engine has build-in[…]

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Shading the EMP

2018-09-19 koderGames

The EMP blast causes massive discharges on the surface of the hull, as well as lasting damage to electronic equipment. It’s about time I had some fun with shaders and show it off. Ships in ΔV[…]

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Does it scale?

2018-09-16 koderGames

With a little after-hours studio in-depth testing becomes an issue. We are doing my best to test everything I write, but our resources are limited, so we often miss some edge cases. That’s where our[…]

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Avoiding responsibility

2018-09-09 koderGames

Time to add AI-controlled ships. Since all movement ΔV is physics based, AI has to be physics aware. This is first attempt of AI-controlled flight: Seems to work well enough. Collision avoidance is bit reckless, but[…]

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Designing the damage

2018-07-23 koderΔV: Rings of Saturn

Games usually handle damage via hitpoints, or similar concepts. But my car does not explode if I kick it a thousand times – and neither should a spaceship. Those are sophisticated machines with many levels[…]

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