Designing the damage
Games usually handle damage via hitpoints, or similar concepts. But my car does not explode if I kick it a thousand times
and occasionally writes a devlog
If you are not a gamedev, you will likely find this boring.
Games usually handle damage via hitpoints, or similar concepts. But my car does not explode if I kick it a thousand times
Pause menu is not something you imagine doing when making games, but it has to be there. Another piece of dark work
Every software developer will tell you that last 10% of any project takes up 90% of the time. Tim Ruswick from Game
Here comes one of early drafts of games establishing shot and ring exit sequences: Establishing shot is the critical one, on
I have been writing software for past 32 years. A nice round number. I have done business software, frontends, backends, games, demoscene
I spent most of the recent week debugging and fine-tuning the game. Nothing spectacular, just few touches here and there, addition of
I made new procedural materials for the K37 model. They have a quite complex model, but since I’m not rendering that model
A decided to get the K37 a complete makeover. While earlier versions had all the necessary systems, they didn’t really look like
Godot 3 has a built-in normal mapping shader for 2D sprites. It works, but doesn’t really offer anything outside standard normal mapping.
Sometimes you design a game mechanics, and sometimes, when you are lucky enough, it emerges out of nowhere and surprises you. ΔV