Generally Twin Stick Shooter, Roguelike, Godot based content.
I've been posting bits from my map generator, and i've cleaned it up enough now i can release it as a 0.0.1. Heh. It works, but beware.
github.com/FOTD-Games/d...
#Godot
#Gamedev
Well, it's out there on Itch now.
The Wizard, and the Warrior are fully implemented, and 3/5 floors have some content, along with a bit of an ending when you reach the third floor boss.
#indiedev #roguelike
Well, it's out there on Itch now.
The Wizard, and the Warrior are fully implemented, and 3/5 floors have some content, along with a bit of an ending when you reach the third floor boss.
#indiedev #roguelike
I think i've cleaned up most of the bugs i know about, and i'm in a passable spot for a game at 0.3.x. Heh.
#gamedev #roguelike
I think i've cleaned up most of the bugs i know about, and i'm in a passable spot for a game at 0.3.x. Heh.
#gamedev #roguelike
fotd-games.com
This is version 0.3.0, so, while it's playable, and beatable, and most of the features are there... bugs likely abound.
All of the art, and music are placeholders.
#Roguelike #solodev
fotd-games.com
This is version 0.3.0, so, while it's playable, and beatable, and most of the features are there... bugs likely abound.
All of the art, and music are placeholders.
#Roguelike #solodev
#roguelike
#roguelike
I have one game i'm working on in my office, and the little PoC i just pushed out was (until yesterday) my upstairs project, for when i'm jiggling the baby, or minding the youngin.
I have one game i'm working on in my office, and the little PoC i just pushed out was (until yesterday) my upstairs project, for when i'm jiggling the baby, or minding the youngin.
An actual run of the little Randomizer Concept, did better than i did on my initial post. Heh.
An actual run of the little Randomizer Concept, did better than i did on my initial post. Heh.
Sphere 1 requires either the key or the ring of jumping, sphere 2 requires *both*.
In theory, there's a sphere 3, ([key|ring] sword), but you can
Sphere 1 requires either the key or the ring of jumping, sphere 2 requires *both*.
In theory, there's a sphere 3, ([key|ring] sword), but you can
I'd still call it a fail, because the way the corridor is drawn into the boss area breaks some specific corridor rules, but damn does it feel nice to have it in.
I'd still call it a fail, because the way the corridor is drawn into the boss area breaks some specific corridor rules, but damn does it feel nice to have it in.
#gamedev #roguelike
#gamedev #roguelike
All of the base warrior skills are in place.
Seems like its time for content, balance, and polish.
#gamedev #roguelike
All of the base warrior skills are in place.
Seems like its time for content, balance, and polish.
#gamedev #roguelike
I've gotten pulled into a roguelike project, that's still nameless, working heavily with Claude.
Just pushed a 0.1.0 release this weekend. The warrior is the only class implemented "fully" and balance is... not.
genrl-gtft2.ondigitalocean.app
Super pre alpha.
I've gotten pulled into a roguelike project, that's still nameless, working heavily with Claude.
Just pushed a 0.1.0 release this weekend. The warrior is the only class implemented "fully" and balance is... not.
genrl-gtft2.ondigitalocean.app
Super pre alpha.
I'm betting there's tools that already do exactly this, but i don't know what they are, and it feels like the learning curve to find and master them is higher than the effort curve of just writing my own.
I'm betting there's tools that already do exactly this, but i don't know what they are, and it feels like the learning curve to find and master them is higher than the effort curve of just writing my own.
It actually makes sense in context api.txt is a file i generate and pass back to the llm to prevent function name drift.
The llm doesn't know i generate it locally, and doesn't need to. but it's actually worked pretty well.
It actually makes sense in context api.txt is a file i generate and pass back to the llm to prevent function name drift.
The llm doesn't know i generate it locally, and doesn't need to. but it's actually worked pretty well.
But, writing that is boring. So, instead, I coached a local LLM thru the process of writing it, in a language i don't use regularly.
#IndieDev
But, writing that is boring. So, instead, I coached a local LLM thru the process of writing it, in a language i don't use regularly.
#IndieDev
This adds basic CI scripts, and configs for deploying to k8s clusters.
Going to spend the next week working on the editor, before going back to finish the conversion to Helm.
gitlab.com/fotd_games/7...
#gamedev #dungeonsmith
This adds basic CI scripts, and configs for deploying to k8s clusters.
Going to spend the next week working on the editor, before going back to finish the conversion to Helm.
gitlab.com/fotd_games/7...
#gamedev #dungeonsmith
Which is now done. We're back to feature parity with the GameJam version.
#SoloDev
#LibGDX
gitlab.com/fotd_games/7...
youtu.be/eX77gfxnjxc
Next, testing. fun....
Which is now done. We're back to feature parity with the GameJam version.
#SoloDev
#LibGDX
gitlab.com/fotd_games/7...
youtu.be/eX77gfxnjxc
Next, testing. fun....
Ohhh... i left the entire backend stack of my application running in docker.
Ohhh... i left the entire backend stack of my application running in docker.
#SoloDev
#LibGDX
The backend of DungeonSmith just received a massive refactoring. Going from a monolith to a series of microservices.
The front end is temporarily incommunicado, as i rewrite the rest api to use WebFlux, but it still works for local editing and play.
#SoloDev
#LibGDX
The backend of DungeonSmith just received a massive refactoring. Going from a monolith to a series of microservices.
The front end is temporarily incommunicado, as i rewrite the rest api to use WebFlux, but it still works for local editing and play.
Guess i have a short project to do after finishing this first pass at DungeonSmith.
Guess i have a short project to do after finishing this first pass at DungeonSmith.
DungeonSmith is using reactive mongo/webflux for some of it's microservices, mainly so I can learn how to work with it.
I'm still learning, so this was my first attempt at converting declarative saving code to reactive:
DungeonSmith is using reactive mongo/webflux for some of it's microservices, mainly so I can learn how to work with it.
I'm still learning, so this was my first attempt at converting declarative saving code to reactive:
I've split DungeonSmith's monolith into two microservices, and i'm working on tying Steam authentication in, to replace my homerolled stuff.
Once i have the services working smoothly, I'll do one final MIT release
I've split DungeonSmith's monolith into two microservices, and i'm working on tying Steam authentication in, to replace my homerolled stuff.
Once i have the services working smoothly, I'll do one final MIT release