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#gamedev stuff for 7 day roguelike
no more godot, back to fte quakeworld, somehow feels more stable to work with this
we found out you can use existing games as a base for this, so using using sands of liberty, old 7dfps game (which was really good), and transforming it to something else
for now environment art using things from a previous art test
- Sexy Moon and narcolepsy and alcoholism :flag: like this.
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@shpuld damn that is a good looking gun
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@hj it's old asset from sands of liberty, will be replaced
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@lebronjames75 @shpuld siege on scp
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@shpuld @hj are you making the scp game
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@shpuld @lebronjames75 sounds like don't starve
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@lebronjames75 @hj it's 7drl that was originally supposed to be based on our godot wild jam game using same light mechanics, but godot was a bit of a fuck with web ports so back to quake and using sol as a base. it'll feature open forests where you explore and scavenge stuff during daylight and turn on lights, then night comes and you gotta survive, then you go to sleep, map resets and you repeat
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@hj @lebronjames75 no survival mechanics or building itself, just map control and exploration
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@lebronjames75 @hj 1000 iq move is to just send one shotgun fire event with 1 position and angle and client figures out from that where the impacts are
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@shpuld @hj on related note
when i was making my weird survival multiplayer FPS game i wanted to make in quakeC fteqcc like 10 years ago (big fail). i wrote a "send ricochet-effect (bulletpuff) to all players" command. one separate command was sent for each of the 30 ricochet's my hexa-barrel shotgun made simultaneously in one frame.
and instantly hit the "fuck, why can i only send X amount of commands" (i sent each ricochet network command separately)
today, i am smart
i send one command with all the data so i dont send 40 different commands when i can just make an array of these so its way more bandwidth cheaper
i was just writing code for this exact same thing i described now, and thinking how far ive gotten with my IQ in the last 10 years