I’d love to see what kind of a game dev community we have here on beehaw and help each other out. Whether you use Unreal, Unity, Godot or even your own engine, let’s see what you got!

  • I’m currently working on an action horror game inspired by Cry of Fear and similar mods.

    But in the past I’ve worked on a fully kinematic parkour character control with wallrunning, grappling, dashing, mantling, etc. Character controllers are probably one of my favorite aspects to program. Something about the vector math and physics just feels good to solve.

  • A couple of months ago I released my free and open-source game Tabletop Club, which is a physics sandbox inspired by Tabletop Simulator, and made with the Godot Engine!

    It’s still early days for the project, but I’ve got a ton planned for the game, and I’m currently working on the first major update!

    Here’s a link if anyone is interested: https://drwhut.itch.io/tabletop-club

    • This looks really awesome. I’m also working on a small project in godot (just a simple sokoban implementation) but this looks way more complex! Nice of you to make it open, makes it easy to learn and contribute.

      Can I ask why you choose MIT over GPL for licensing? Just thinking about this because of an article that was recently posted here.

      • Thank you! The main reason it’s MIT is because I don’t really care if someone takes it and makes it closed source - this version will always be here for people to use and contribute to. Plus, it also opens up the possibility of me forking the project and making another game out of it that actually provides a sustainable revenue 😅

  • Indie dev here. Went full-time on it with my brother several years back. Currently working on our 9th game – Cyber Knights: Flashpoint.

    It’s a squad tactics heist RPG. XCOM-like combat, extensive stealth options, and a cyberpunk setting & stories inspired by over a decade of tabletop RPG campaigns we’ve played.

    This is our first game made with Unity; it’s been a learning experience but feels very worth it.

  • I kinda am… but I’m also a researcher so I’m not particularly making a game but rather trying to make a new game mechanic. I want to make pawns have complex decision logic to be able to choose multiple ways of doing something. I’m working on creating a hierarchical task network in Rust. I’ve been testing it in godot using the gdnative interface. Don’t really have much to show though and no recent progress… Ben busy with a newborn

  • Here we go, this is the project I made to learn rust. Pardon the terrible quality and lag, that is all that my little laptop can muster. This demo is extremely memory heavy because it’s a fully infinite 3 dimensional minecraft-esc thing with biome mixing, super structures, and terrible fancy graphics.

    I set this one to the side because it was waaayy too hard to keep working on. Technical debt hit me fast. But it was a very valuable experience.

    Without screen recording the world gen is much faster since it is multi-threaded and tries to queue up as many as it can for your cpu config, OBS took too much power!

    Now I’m working on a Visual Novel, but all I have done at the moment is like 1/10th of the ideal editing tool I want and a little bit of the prologue script drafted out.

    The real video file was too big for kbin… lemme upload to trash youtube account

    https://youtu.be/ouiFMFw9-oQ

    And here are some much much older projects I did, dating all the way back to high school
    Again, this was all recorded on trash-teir hardware. The real performance was better, just not the recording itself

    https://www.youtube.com/watch?v=_hVb_zR6bxY >>> Old C++ game engine for a 2D platformer, it went through SOOO many revisions, but it was also the reason I completely gave up on C++, the fucking thing kept segfaulting for just the wildest reasons. At some point I gave up

    https://youtu.be/LHOwXgw_pSM >>> In this one I’m comparing my emulator’s bad APU to mednafens. It is a 6502 / NES emulator that is entirely run through javascript. It almost actually performed well, but pixel blitting absolutely nuked performance on any browser. This video was showing the godawful APU implementation. I also had a working assembler and iNES rom constructor baked into this thing, pretty cool.

    https://youtu.be/LjuIIsqEsr4 >>> Here is an older version of my Javascript all-3-dimensions voxel thang. This one is completely limited to a small field, has no good graphics, and smells. The real one got a PBR implementation, infinite in all directions generation, and a much better UI. The issue is that it crashes every browser I try it on, it is just too heavy of a workload and it causes a ton of edge-case bugs. Funnily enough it’s actually more stable in FireFox.

    https://youtu.be/fx-0qaIU80U >>> This is my oldest surviving project. Don’t be scared but, it’s a voxel game, in a web browser. This one was programmed in a single file, was duct taped together, had the WORST logic ever. But it somehow still runs when I open it so hurrah?

    That last project was developed on a chromebook and was made in my freshman year of high school. Yikes.

    This only scratches the number of projects I have made and destroyed.
    I have this insatiable lust for the ‘new’ and I express it by trying to perfect my skrillz.

    Though I still make dogshit code at least I can do it quickly.

  •  Sarah   ( @sarahduck@beehaw.org ) 
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    11 months ago

    My friends and I have been working on a cozy 3D platformer called Live at Strummer’s Pond! It’s physics driven and fully multiplayer online. It’s easily the most difficult thing I’ve ever programmed. We’ve been working on it for a year, and we’re super proud of it.

    We just recently got our Steam page up and running!

  • I’ve been actively developing Cartel Empire for about a year and a half now. It started off as a bit of a side project whilst I worked a boring IT job but has just kept growing which is amazing.

    It’s all hosted on Azure and written in JavaScript using Express for the backend and pug templates for the front-end.

    I’m on mobile just now but if anybody is curious or has questions I’ll be back later and am more than happy to answer anything.

  • I’m actually just about to start showing off a 4X concept game I’ve been working on for a few years. Finding partner devs ahead of publisher pitching is the priority. Here’s a sneak peak from a minimal explainer demo:

  • I like Touhou very much, so I am working on a Touhou-ish danmaku (bullet hell) game. It is still in early development, though.

    Here’s the today’s screenshot: (https://imgur.com/a/9Th50Zw)

    It uses pixel graphics, the CPU draws on a pixel canvas, which is eventually rendered onto a framebuffer. I chose this rather childish approach in order to prototype first, and accelerate later.

    The main difference from Touhou Project or its spinoffs will be that the stage will actually be scrollable with ‘nests’ that spawn enemies shooting at you.

    The game is written in Rust, uses Vulkan to display the canvas, and licensed under GPL-3.0-or-later license so that it will always be a share-alike project.

    • Looks cool! By scrollable, do you mean that the player can move the stage camera at their own pace and enemies will spawn at certain spots, or is it similar to Touhou but just different in how the underlying spawning system will work (as opposed to timer based which I assume Touhou is)?

      • If, in Touhou series, the scene is limited to the viewport, in my game I experiment with a larger field. Some ‘fairy-level’ enemies may reside in nests, some may move around. But I’ve just finished the very basic graphical level today and a satisfying smooth scrolling in a large field. Now, I can focus more on a gameplay, add enemies, bullet mechanics and see what is the most enjoyable way to play. It may even have several game modes, including the classical ‘Touhou’ experience…

        I’ve understood I need a dev blog so badly. :)