I've just realized, a bit late, that I need to play and rate more #LDJAM games! Anyone has any good suggestions? Oh btw, if you still haven't seen TITAN, OPSND that @dario_zubovic and I made for the jam, please play and rate the game too: ldjam.com/events/ludum-d… :)
Ok, here I'll put some games I really liked.
First: Laika - "You were late - But your babushka still loves you very much" - OMG, this is the most realistic game I played! ldjam.com/events/ludum-d…
This one is so well done. So juicy, the graphics, the idea is really "out there", it's a perfect jam game: ldjam.com/events/ludum-d…
#3) goose no lose. Another cool and very cute one. So well balanced as well, I had a few really tight moments. Love it. Seems to be #procgen too. Deserves more ratings: ldjam.com/events/ludum-d…
#4: Rocket Maniacs. This one is pretty impressive for being made in a quake-like engine alone. But it's also quite fun too. One of those games that it's easy to "get", but hard to master, which reminds me of Wipeout and mid '00s games. ldjam.com/events/ludum-d…
• • •
Missing some Tweet in this thread? You can try to
force a refresh
For people thinking of writing their own engine in C/C++ after the Unity fiasco, here's a few things I learned in my own journey making #ShakedownGame in C++: 🧵👇 #gamedev #cpp
1. Making your engine is not "hard", individual steps are easy, but there's just many of them! Every magical checkbox in Unity is now a feature you have to implement. So you're better off chosing specific features for your game, if you want generalist use another engine..
2. C++ is a mess, it's almost 40 years old, and built upon C, which is 50, so it inherited a lot of issues, like terrible defaults and manual header file management. It has evolved and grew drastically over the years, and all this makes it a rocky road for any beginner to learn..
So, my life in the old year was very eventful and hectic with many ups, but unfortunately, I will remember 2022 as one in which I haven't published a single game! Real life stuff took so much energy from me.. ->
..& I haven't participated in jams. While my new social landscape has kept me satisfied, games have definitely taken a back seat & for the second half of the year I barely worked on or could focus on my own projects. Any free time I had I used on learning new not-games skills. ->
That said, 2023 will be different! In the new year, I am making plans which I want to stick to. 1st of which is that I am going to release the first version of #ShakedownGame on 18th of January! Yes, that's in just a bit more than 2 weeks, and a day before Monte Carlo Rally! ->
Kinda disappointed that anti-anti-art redirects to Stuckism
Stuckism was definitely the last "movement" we learned about in school. But seems like there's been a bunch new ones in the mean time that I've never even heard of. I guess to be an anti-anti it needs to be direct response to anti-art.
Good news it works on win10. But for some reason on my native resolution it crops part of the screen. On 4:3 seems it doesn't crop. Oh & I had to start the game a few times to test it, which was super annoying cuz it has the first sin of video games, an UNSKIPPABLE INTRO!!
Everything in this game uses like deltatime lerping:
> current = lerp(current, target, dt);
from menu highlights to mouselook, lol. It's painful.
So, I'm finally working on a "material" system in my engine. Until now there was no need for it since there was just one scene shader, with the only object-unique uniform being the texture. The framebuffer and debug lines were special cases that bind their own shaders (1/?)
So, each "object" (I called it Model) was just Mesh, texture, and the model matrix. This was actually the whole scene rendering logic, I did some checks to see if models in sequence have the same texture or mesh to reduce unnecessary binds: (2/?)
But now with adding materials, I actually have to refactor almost everything, and turn the Model into a bigger beast, that has a Transform, Mesh and Material. With the only addition being ability to switch shaders (3/?)