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Does a MUD engine with support for time zones exist?


I'm pretty new to Multi-User Dungeons so i'm not sure this question makes sense. It seems like every MUD engine i've seen that mentions a day/night cycle makes no mention of localized time, or it being day in one part of a large world and night in another part at the same time.

I'm considering trying to make my own MUD, and this (along with localized weather) is something i'd want it to have. If no engine supports this, how hard should i expect it to be to make this work in an existing engine?

Is there anything else i should know, since i currently don't have much experience in anything more complicated than Inform6?

Als Antwort auf IndigoGolem

I used to play a modified circlemud 3.0

Iirc different "zones" could have different weather, though I can't remember if the they had different day night cycles, but even if they didn't that doesn't mean you can't make it work the way you want it to.

Not sure what you are planning but I may have a bunch of old zmud maps, and I have a spreadsheet and a .TXT document with a while bunch of items statted out that I would be willing to give to you. I might even be able to connect you with someone who last hosted/ran the one I played. Would have to see if they are still around

Als Antwort auf IndigoGolem

Should be pretty doable. If you’re looking for a nice engine, take a look at Evenia. It’s based on Python (and Django).


[Giveaway] Amnesia Fortnight 2017 Prototype Game Keys


Hey everyone.

I thought I'd share my extra game prototype keys here, as they would be more likely to be used by those who make game prototypes.

I'm not 100% sure these are all on Steam still, but they're free to try out. So have at it.

PLEASE comment on which game key you claimed so I can scratch it off.


I Have No Idea What I'm Doing -- VR game prototype
9MBIR-IP8QE-LHZDK

Kiln -- game prototype
6BRRR-IV6Q2-R75D7 ... 6HVIA-AJAV4-PQY2Z ... 677LM-6Z636-HGQBM

The Gods Must Be Hungry -- game prototype 9M23Q-GYW4C-W6J4M


Enjoy




DayZ creator says frameworks are the future of game dev


Rocketwerkz CEO Dean Hall and Floating Point Origin Interactive founder Felipe Falanghe sound downright giddy when they talk about the new C# framework named "Brutal." During a recent call with Game Developer, the brains behind DayZ and Kerbal Space Program couldn't stop making random asides to each other about what they've pulled off with the tool and how they've inspired each other's work.

Their joy was infectious because once you understand how Brutal functions, you realize every new feature is a bona fide accomplishment even for this pair of seasoned developers. "It's called Brutal for a reason," Hall said after Felipe compared working with it to the experience of sitting on a bar stool while all your friends using engines like Godot are sitting on a comfy couch.

Als Antwort auf cm0002

For someone like me, who was a bit lost on the meaning of framework, framework here is what you use to build an engine (I thought it's on top of the engine instead)

Also, the beginning of the article is a bit messy and the author jumps around thoughts, but it gets an interesting read, and they even talk about how to actually use AI for benefit instead of for multiplying bugs:

"It's hard for me to talk about it without sounding like a cult member," Hall said sheepishly, when describing how he uses ChatGPT while working in Brutal. But he and Falanghe agreed—using LLMs has made language-based coding an easier task.

Not that much easier, to be clear. They both said that when querying an LLM, they rarely copy and paste whatever code it generates. Instead they ask questions about C# libraries or Vulkan documentation, and the software is able to return high-quality answers. Answers that normally require programmers to sit down for hours to pore over documentation or scour ancient forums to find that one post with the solution (which was probably written in 2014).

"An LLM is essentially tokenizing language, then putting masses of vectors around that to build linkages between those tokens," said Hall. "What could be better than a highly-structured, in fact brutally structured language?" Vulkan and the latest version of C# are very "highly structured, with very clear syntax."

Developers critical of ChatGPT maker OpenAI should be able to replicate this process on open source models like DeepSeek, Falanghe said (though he hasn't tried this himself).

This process doesn't work as well with Unity and Unreal because they're both "highly spatial" as a result of their visual scripting tools. A solution for one game's problem may not work with another because of the different scripted elements. LLMs scouring the web can't produce consistent answers.

It is also the opposite of vibe coding, a method where programmers tell an LLM what they want a system to do and it generates code—and it isn't code completion, where AI tools "predict" what someone is typing and finish the string for them to speed up their workflow. The only thing the LLM does for Brutal developers is speed up access to information, letting them research without watching a 40 minute YouTube video.


Maybe we will finally see no-vibe solutions, like we saw no-code solutions 🌚

Als Antwort auf lad

When it comes to game development, engines usually have their own IDE and have many tools ready that make it so you don't have to code everything - in Godot, for instance, you can create AnimationPlayer and AnimationTree to handle animations.

Frameworks (MonoGame for C#, libGDX for Java, LOVE2D for Lua) can be understood as "pre-engines" or libraries for those coming off webdev, they offer lots of ready made functions to make your life easier (input handling, loading and handling most types of data, showing stuff on screen), but you'll still need to code pretty much everything else.

Als Antwort auf cm0002

Visual scripting tools like Unity and Unreal Engine were supposed to speed up development and let designers think more about their game and less about blocks of code. Why would we go back to a world where everyone's building their own game engines?


A number of reasons I can think of. \
One: debloat and performance. Unreal and Unity are extremely bloated. As much as I enjoy Godot, the bare minimum executable that it produces is over 20MB. Less bloat means less code being shipped which typically translates into better performance. \
Two: better control of what's going on. Sure, UE's source is open for you to peek in and see what's going on, but it has literal decades of baggage. Unity has its way of doing things and, other than plugins, you're stuck with it. The point that Dean Hall makes of these engines all working based on scenes^["If you take Unity or Unreal, you have this editor scene and push play, it becomes a game scene and everything in it is relative to 0-0-0 of that scene," said Hall. "That's how you draw things, and it's so ingrained that people have a hard time imagining something that's different." (...) The thinking wasn't "Unity can't do this, I need a tool that can do this." It was "our game needs floating origin to work this way, how do we do it?"] and not every game needing that is spot on. \
Three: Visual scripting isn't new and it leaves you stuck with the tool. There are several engines that offer visual scripting, some decades old (Clickteam Fusion, GameMaker, RPG Maker, Construct), being widely used for simpler games, but never for stuff that "thinks outside the box", so to speak.

Hall made a rather bold prediction: frameworks like Brutal, not game engines, will be the future of the game development.


I wouldn't go that far. A lot of big budget games will still use ready-made engines like UE and Unity simply due to cost and time, others will do things on their own "hard" way. CDProjekt ditched their own custom engine that powered Witcher 3 and Cyberpunk 2077 to work with UE going forward.

The only thing the LLM does for Brutal developers is speed up access to information, letting them research without watching a 40 minute YouTube video. (...) You can boil down Hall's theory about what he calls "the death of big engines" to this: if LLMs make language-based coding more accessible, than visual-based scripting loses its edge.


Not going to be the "death" of big engines because he's putting waaaay too much faith in people bothering to even search "how to do X using Y framework".

Hall's vision of the future game industry is almost the polar opposite of the one pitched by UGC platforms and AI boosters. Instead of a world where game development becomes easier through simplified tools, it becomes more accessible through easier understanding of language-based programming through LLMs.


In other words, it's a StackOverflow that won't berate you for "a stupid, repeated question" which should, in theory, help out with new stuff so long as it is properly documented, which seems to be the case with the Vulkan API



Umurangi Generation Review


Umurangi Generation is a photography game with a unique style and a strong message. It's fun to explore these bright and vibrant worlds taking photos and seeing all the unique things going on. It's like stepping into Jet Set Radio. But there's always the feeling of something more, and more important, going on behind the scenes.


Keyboard Football Game


Keyboard Football Game
codeberg.org/code_macabre/My_G…
Als Antwort auf TheracAriane

I get that, but I didn't understand why you posted the code as an issue instead of checking in the code to your repository. If you're not familiar with git version control, you could start with the basics alongside your first projects (even if they are AI-generated).

But after looking at your repositories, I think I have too many questions that are probably better left unanswered °-°

Als Antwort auf TheV2

Basically, l use Codeberg as a cloud platform for saving away my files online and also share links of them conveniently:)))




My Games


My Games
codeberg.org/code_macabre/Game…


Is it possible for a kid to develop games ? I mean not the computer wizkid, but the average one who is simply fond of playing computer games ??
Als Antwort auf TheracAriane

Yes

Kids are smart and simple games are not that hard to make

Als Antwort auf TheracAriane

I mean, it depends on your expectations?

If the game engine is user friendly, like GameMaker for example, then probably a kid could make something pretty simple. I wouldn't expect a kid to know how to program something from scratch or for Pico-8 or something.



The 31 Devs Fired Before They Could Finish GTA6


cross-posted from: beehaw.org/post/23145539


Unity Prices Increasing


Als Antwort auf recursive_recursion

Because if you didn't already learn you should ditch Unity, they're polite enough to send you this reminder.


[Godot] The Kitty's Gauntlet


I made a YouTube channel for the kitty game so as not to fill catbox.moe with kitty litter (dev snippets) 😹

Props to the Titanfall modding community, this was super easy thanks to their excellent tooling... I was able to extract the map files from the game install and import them to Blender -> clean and export to GLTF -> import to Godot 🙀

Just for funsies... 🐱

youtube.com/watch?v=KL6u9yDZgw…

Als Antwort auf softkitteh

Mind syncing them to peertube? Makerstube would fit very well. It would also make it possible for people on the fediverse to follow.
Als Antwort auf onlinepersona

Hmm, I wouldn't mind at all, but I feel like it might be wasting their storage resources to share random dev snippets without any production quality (kitty litter 😹). If I were to make more quality stuff, like actual proper dev logs or something it wouldn't feel as wasteful...


Made a titanfall-esque movement system for my silly little kitty in Godot 🐱


Been using the Rust bindings for Godot and finally settled on a nice workflow with a good combination of Rust and Gdscript 😺 just wanted to share somewhere! 😸
Als Antwort auf softkitteh

I love Titanfall's out-of-mech experience, so this looks great. Don't forget the ground slides as well.

Even if you just made some time trial gauntlets, this looks like it would be really fun.

Als Antwort auf rustyricotta

Sliding is planned! Will likely be belly slides because I suck at animating 😺

I should probably try to replicate the gauntlet for funsies...



Game design is simple, actually - Raph Koster





I spent 2 yeas on making my own game and it is now on steam and very cheaper


A realistic open-world survival experience. After a harrowing plane crash, you find yourself stranded in the wilderness. Battling freezing temperatures and hunger, you face an unknown virus that slowly paralyzes muscles, leaving its victims motionless and at the mercy of the unforgiving cold.
Als Antwort auf laradev

Not this guy again.

Blatant poor copy of The Long Dark.

I won’t stop calling you out for being a hack.

Als Antwort auf Fecundpossum

The only connection between "game dev" and their posts has been "I made this" as well. Not about the dev experience or progress or anything like that. Just low-key ads/marketing, unfortunately.

IIRC and from the two or three previous posts I have seen anyway.




I spent 2+ years on making my own game and finally it is on steam and not expensive price


A realistic open-world survival experience. After a harrowing plane crash, you find yourself stranded in the wilderness. Battling freezing temperatures and hunger, you face an unknown virus that slowly paralyzes muscles, leaving its victims motionless and at the mercy of the unforgiving cold.



Gaijin Entertainment announced EdenSpark, an open source "AI-assisted" platform for making games | GamingOnLinux


EdenSpark seemed like a pretty exciting announcement for game developers and the open source community, until you read about the AI generation involved.

Announced today by Gaijin Entertainment they say it's the "first open-source platform that lets independent developers make their games accessible to console users hassle-free and truly own the code of their creations". A fair amount of the focus seems to be consoles but it will also support Windows too. However, since it's all going to be open source, I've no doubts people will quickly begin hacking away at the code to run it on Linux.

Als Antwort auf cm0002

Mostly negative experiences with Gajin.
I doubt it will be something great.
Well, but never say never...

Game Development hat dies geteilt.

Als Antwort auf cm0002

yeah, go ahead and popularize russian companies more.

Als Antwort auf cm0002

It's a bit of a pain in the butt to have to go through checkout for every single one of these and put in the codes, but it's a decent deal at least. I'll try and check out how well these actually work when I'm done.


Bloodthief Took Me 2.5 Years To Make - Blargis (YouTube, 25min)


store.steampowered.com/app/253…


Programming Space Game For X86 In Assembly Without An Operating System




Learning Design Won't Feel Like Learning


Als Antwort auf Gamma

I thought this was a good video about learning and hard vs soft skills!
Dieser Beitrag wurde bearbeitet. (4 Monate her)


How static analysis encourages developers to refactor code: Another look at Source SDK



Als Antwort auf 𝔗𝚎𝚑 𝔅𝚊𝚖𝚜𝚔𝚒

What does create video game include?

A long time ago, maybe around 20 years, I did custom levels for RTS games and shooters. Earth 2150, Source engine, Serious Sam, Quake engine, etc. At some point I also did some 3D modeling. Then I participated in a Source mod community project, as part of a team; a Stargate themed mod.

More "recently", I created (an) Ultimate Tic-Tac-Toe (cross-dimension, cross-playing-fields tic tac toe), personal game jam project Energy Consumer (mainly a programming exercise given the limited time), game jam project with a friend Frogventure.

All other dabbling, interest, and ideas have not concluded in any significant development or products, partly due to lack of motivation and connection to people or people's interest.

Als Antwort auf 𝔗𝚎𝚑 𝔅𝚊𝚖𝚜𝚔𝚒

Not counting a few simple levels made for Duke 3D and Quake, my first game was as a student in Full Sail, in 2003, basically opposite of Defender. Your goal was to zoom around and abduct humans while tanks on the ground shot at you. You had to stay still for your tractor beam to work, and you could also fire lasers straight down. You got 3 lives and, I think, 500 points per human abducted, and 100 points per tank destroyed.


FREE SURVIVE! SFW Demo out now! Go get it!


After much hard work I am finally ready to show the world my demo! I hope you enjoy it! Follow me on Bluesky for more updates, and chances to win free copies of the full game on release!
Als Antwort auf Ember James

I've seen some of your posts, just a suggestion: don't make people search stuff, just put them right in the post

"more videos in my posts" - couldn't find any in your history

"follow me on bluesky" - couldn't find your handle

-> this is how people lose interest



Porting A Fortran Flight Simulator To Unity3D


Als Antwort auf cm0002

I initially thought “what a waste to port glorious Fortran to stupid Unity!” but this article was actually really amazing. Props to the developer.


SFW screenshot of my upcoming game SURVIVE!


Also check out my profile for the first very short game play video, found in the redgifs link. 18+ only!
Als Antwort auf Ember James

I decided to check the redgifs for more information on the game.

Idk what I expected thought it was really really really funny to see horror gameplay footage while a girl was having a FANTASTIC time with herself in the bottom corner.

Als Antwort auf Maven (famous)

That made me laugh too. I decided only to post the one video after that because it was just too much. haha

No need for preview videos anymore though, the demo is out now! 😀

3mbergames.itch.io/survive

Als Antwort auf xav

It's the only video in their account on RedGifs, that is linked in their profile description
Als Antwort auf xav

I have a better link for you! 😀

3mbergames.itch.io/survive



A code execution security vulnerabilty has been identified in all games built with Unity 2017 and later


Unity has been sounding the alarm about a code execution vulnerability that has been identified in all applications built with vulnerable editor.

EDIT: While the below text kind of still holds for Desktops, I've absolutely forgotten about Android. If you have an Android game, you should definitely patch, since the situation is kind of different there.

Also, if your game is registered as custom URL schema handler, it can lead to privlidge escalation, or maybe even be triggered remotely (through a malicious link), so Update.

While there's definitely no harm in patching, in my personal opinion, the situation is needlessly overblown. I have worked in offensive cybersecurity, and the fact that Unity game allows you to locally run a code that

would be confined to the privilege level of the vulnerable application, and information disclosure would be confined to the information available to the vulnerable application.


is not really exploitable. Since the attack vector is local, the attacker already has to have read/write/execute access to the application and your system, which usually means you have way bigger problems.

Not to mention that since Unity suffers with .dll injection vulnerability (which is what most mods are using), the attacker can do the same by simply replacing a .dll file of the game.

So, patch up if you can, but if you're not able or can't be bothered, in my opinion, it doesn't really matter. But please prove me if I'm wrong.

Dieser Beitrag wurde bearbeitet. (4 Monate her)
Als Antwort auf Mikina

Apparently the biggest risk is that another malicious application could modify the intent urls of the runtime to pass extra arguments to the command line and run arbitrary code whenever you start a unity game. Apparently permissions could be escalated on windows but only if you registered the app as a custom URL schema handler

It’s an easy attack vector to drain crypto wallets!

Dieser Beitrag wurde bearbeitet. (4 Monate her)
Als Antwort auf Gamma

I see, but still - how is that different from a regular old .dll injection? Or, just replacing the .exe alltogether.

If you're at the point of R/W/X on a machine, then you have a lot of similar vectors of attack.

That is, assuming there's no privilege escalation, which the vuln report does not mention.

Als Antwort auf Mikina

The attack is through other unrelated apps that get installed, so if some shitty todo app gets compromised the rest of the games that use the unpatched runtime can be targeted. Yes, the risks are probably pretty minimal, but app permissions on android are not well-known for their sensibility.

Also on windows:

your Unity app could be vulnerable to privilege escalation if it is registered as a custom URL schema handler.
Als Antwort auf Gamma

Interesting, can you pass arbitrary command line arguments via a URL like that on Windows? If so, this could be catastrophic if all you need is a malicious link on any website to trigger it.
Als Antwort auf Gamma

I didn't want to take any Risks. So did the fix first thing in the morning and had QAs doing tests all morning. Pushed the fixed build after lunch. The fix was really simple with a Unity made tool. It was actually clear and understandable, unlike the messes Unity usually ships.
Als Antwort auf Mikina

Honestly, I am pretty shocked at how simple and easy it was to apply the patch. Kinda surprising from the Unity team, but a welcome surprise, to be sure.


Introducing iiSU


cross-posted from: lemmygrad.ml/post/9306468

The summary of the video states:
After such a long time, I finally get to share my biggest project with you all.

Big enormous shoutout to ‪@ThaddeusSilva‬ for composing the track for this reveal, as well as the other tracks used in this video!

Tracks featured:

youtube.com/watch?v=2tXiZQnPcf…

youtube.com/watch?v=z3ZbhbcScI…

Assuming you're reading this after watching the reveal, this is iiSU: a front-end / launcher founded by yours truly, with the same love and care you normally see in my video content. It was bound to happen eventually, and today marks the beginning of home launchers reaching new heights.

Front-end development is being led by none other than the legendary Huesos - prioritizing the dual-screen branch.

Huesos's Patreon: patreon.com/cw/SapphireRhodoni…

Back-end development has also initiated and we have more ideas brewing now that a full passionate and talented team is formed.

This is by far the most ambitious thing I've ever done, not to mention this is my first time even designing an app, let alone develop one from scratch. I hope you're as excited as I am, because there's still so much to share in the future!

For those who want to join the Discord, here's the invite link for you!

discord.com/invite/5JkBtVqd

You can reach me there a lot quicker if you have any questions or want to take part in the development process.

I've also created a paypal link for those who want to support iiSU and gain a few perks in the process, like early access when the app reaches its beta phase.
ko-fi.com/usagishade

Alright, that covers everything for now! I'll be seeing you a lot more often as I've got a lot of free time to pour into this.

Til next time!


So it boasts a cleaner UI and shows all your achievements. I think this is a ROM for the Nintendo Switch and Nintendo Switch 2. Like a tablet or phone launcher, I guess. Probably you can put this on a handheld PC as well (like a Steam Deck, maybe).

The app is developed for Android devices as well.

Your thoughts?

Maybe I missed something in the short video (which is two minutes long) but I'm not sure what this is exactly.



How Should I Finish My Game


I'm currently developing a short indie horror game for itch.io. I went to school for 3D animation and I'm fully capable at modeling, animation and all that. But I'm incompetent when it comes to programming. I tried Sololearn to see if I could learn c sharp, but I barely made it past the intro section. I also bought playmaker and Emerald AI hoping that would make it easier. But the documentation for playmaker is either limited or outdated. Emerald AI I do have a grasp on though. I wanted to code it myself, but based on my struggles, it seemed more and more likely that I'd have to get outside help.

I'd like to work on indie games with other people, but I've learned no one wants to take you on unless you can prove your skills in an already existing game. Which is a big reason for why I want this game made. I've signed on for many game jams only for my teams to flake out every time. I've met multiple coders on discord who were willing to help on my game in exchange for assets, who then ghosted me. I don't have much money these days, so hiring is both unrealistic and excessive for a game that I need for portfolio reasons (wish I had spent that playmaker money on this instead.)

The game itself isn't very complicated: player needs to flip four switches to unlock an escape door while avoiding patrolling enemies. So I don't think these coders were turned off by the offer, especially when I was willing to make all the assets for an open world game.

At this point, I just want to have a completed game. I loathe the idea of resorting to AI (especially as an artist) but if I can't find any other options, I may just have to go with it. I'd really rather it doesn't come to that, so I need advice.

How should I proceed from here? Would it be unethical to use AI to just do the coding and correct it here and there with what little coding knowledge I have? What should I do to get this game done?

Edit/PS: I could spend the years it would take for me to learn coding, but that's not my end goal. I want to be a game artist and learning to code seems like it would be a distraction from that. Is it wrong to think that way?

Dieser Beitrag wurde bearbeitet. (4 Monate her)
Als Antwort auf DesertCryptid

Do you have art samples and a spec for what you want to build? If it's small enough / straightforward enough that the code can be knocked out in a weekend, someone here might be interested in taking it on...
Als Antwort auf e0qdk

I can link the game design doc I put together a while ago. I can also link my demo reel which shows a bit of the game in it.
Game design doc: docs.google.com/document/d/1fo…

Demo reel (the game can be seen in the clips marked CH 05):drive.google.com/file/d/1TGbW5…

Als Antwort auf DesertCryptid

In my opinion, for your situation, AI is not going to help if you don't know enough programming ALREADY, what is probably going to happen is that you're going to achieve a certain progress and then get stuck.

I suggest you take a look at no code/low code solutions since your game does sound not too hard to make.

Take a look at rpg maker and construct 3

You'll be able to use AI for the scripting you'll need.

I had a friend use rpg maker with success in the first years of high school, before "the internet" was available, and he knew nothing about programming (he's now a doctor)




Chroma Squad - The Best Power Rangers Game Ever Made


Chroma Squad is a fantastic turn-based RPG that is both a loving homage to the Power Rangers. Rather than fighting evil as the Crayon Box of Justice, you instead play a manager of a new Super Sentai TV show hoping to become the greatest show on television. It's a formula that works fantastically.


Essential Facts About the U.S. Video Game Industry - by ESA


Saw this today and thought it was interesting.

Most surprising was ESRB claiming 78% of parents regularly use ESRB ratings and 86% use parental controls on their kid's console.

Maybe it's just that parents have gotten more technical and aware of bad content but it felt like every single child was playing mature games like GTA V back in the early 2010s. Nobody cared what kids were playing.

Another shocking stat was Dragon Ball Sparking Zero being the #5 top grossing PC/Console game in 2024. I know that series is popular but... How? There's been very little buzz around it.

Dieser Beitrag wurde bearbeitet. (4 Monate her)
Als Antwort auf popcar2

Sparking Zero had huge buzz around it. It was hyped up as the successor to Budokai Tenkaichi. It was pretty popular on social media. It had meme-y meta moments like using Yajirobe online for a while. Huge playable roster really added to the hype. Dragonball is incredibly popular. Dragonball may actually be more popular today than the early 2000s. It's had a huge resurgence since the series canon resumed with the battle of the gods movie

Parents I know are very active users of parental controls from what I've seen

Dieser Beitrag wurde bearbeitet. (4 Monate her)
Als Antwort auf popcar2

I am aware of classifications and content descriptions. I'm not in US so the ESRB are not directly relevant but my local body does something similar.

I find the actual classifications to be a bit conservative so treat them all as advisory and make my own decisions. For example my son beat these (on easy) at four years old, I don't think we would have enjoyed them as much if we waited until fifteen:

On the other end of the scale I can use these descriptions to see that while Saints Row (2022) is tamer than GTA5 it is still going to have content thats a bit rough for an eight year old:

Parental controls are another question but I use then for time limits on his tablet and content restrictions on consoles and streaming services.

The way I have parental controls set up he has access to everything M or lower but MA15+ or higher requires a conversation.

They help inform my decisions but at the end of the day we are making our own choices within our household.

Dieser Beitrag wurde bearbeitet. (4 Monate her)


[Devlog] The Blat Choice Invasion & Other Disasters!


Hey devs! Yesterday’s update brought pure chaos to the bunker:

Invading Monsters: Blat Choices may now invade your bunker… well, they could. RIP Batcroc Fly, gone forever thanks to an unexpected coding funeral 🪦🐊🦇

3 New Creatures: fresh nightmares to ruin your day.

Expedition Boat: now upgraded! More loot, more danger, still not cruise ship material 🛶

Shop 2.0: shinier, with more useful descriptions, and still designed to drain your gold 💸

Loot Areas: now drop money, food, and random junk. Basically a chaotic slot machine 🎰

Increased Difficulty: because suffering = content 💀

Stickman Upgrades: now with fancy colors so you can die in style 🌈

Audio Glow-Up: new sounds and music for maximum emotional damage 🎶

Visual Chaos: colorful texts, new backgrounds, extra unnecessary effects ✨

Bug Fixes: fewer bugs in the code, more bugs in the bunker

This update is packed with chaos, challenges, and laughs. Check it out and leave your thoughts, feedback, or survival stories on the game page! Every comment helps shape the next update.

👉 Play and comment here: https://danielgamedev14.itch.io/a-survival-game___

Dieser Beitrag wurde bearbeitet. (4 Monate her)


💥 Chaos, Stickmen & Bugs: A Survival Game’s Latest Update!!!💀


Hey fellow devs! 👋

Just pushed a new chaotic update for A Survival Game and it’s packed with features… and disasters:

🐚 Blat Choices now invade your bunker (RIP Batcroc Fly 🪦 – code gods demanded a sacrifice)

🐉 3 new creatures to ruin your plans

🛶 Expedition Boat Upgrade – smoother sailing, slightly less chance of drowning

🎁 Loot zones buffed – now drop money, food & random junk

🛒 Shop v2 – prettier UI + better descriptions

🌈 Stickman upgrades with colors – because dying stylishly is important

🎶 New sounds & music – auditory chaos, highly recommended

💀 Slightly higher difficulty – because suffering builds character

This update also includes bug fixes, visual improvements, and a lot of chaos in code & gameplay.

If you like survival, strategy, and laughing at your own terrible decisions… or just want to see stickmen die in style, check it out:
🔗 danielgamedev14.itch.io/a-surv…

Bonus for devs: plenty of chaos in the code to inspire your next debugging nightmare 😉

#GameDev #IndieGameDev #Programming #ItchIo #ChaosGaming #IndieDev



Modding Ghost of Tsushima


I really want to be able to mod the subtitles in ghost of Tsushima, but as far as I can tell there are absolutely no Modding tools capable of this.

But I did manage to extract some of the files and found the subtitles I wanted to edit.

So my goal was to add german subtitles with the English ones and package them and put them back together.

This was my work around to having two sets of subtitles together on the screen at the same time. All I would need to do is edit the subtitle file and place the german subs.

But the subtitles are stored in .xpps format. And I could not find anyway online to extract it and package it.

Any suggestions?

Als Antwort auf pugnaciousfarter

Ah, sorry friend. It looks like xpps are generalized resource files (fittingly their magic is "KCAP", PACK backwards), and they have a complex schema because they store basically general relational data it seems. Reversing would take quite a bit of work with the information currently available. If it's any consolation, it seems like the merge may have been a bit of a monumental task to do correctly anyways given the enormous amount of metadata there is (just open up that file in a hex editor and see how small the text portion is, and how there appears to be multiple different metadata schema and sections). Sorry I couldn't help, it's a great idea.
Als Antwort auf GoogleBen

No worries. This was my first learning experience opening packaged files in a hex editor, so I have that for future.

Thanks for taking a look!

Dieser Beitrag wurde bearbeitet. (4 Monate her)


SideCiv


Hello,

I have been working on a game on and off. It's finally starting to shape up into something fun to play!

The game play is the old flash game 'Age of War' mixed with some Civilization inspired management. So far you can buy units and buildings, upgrade technologies, and fight a never ending onslaught of enemies.

My next plans are to implement a relics system, and starting to expand on traits.

Als Antwort auf JanMayen

Over the past week I've
- Re-worked the units and building into a more dynamic and less hardcoded system.
- Made some minor UI changes
- Started adding resources
- AI can now build buildings
- Added ability to destroy buildings, allowing you to free up tiles for future improvements
- Added end match information, along with a tracker showing upcoming waves and allowing for selecting rewards

Dieser Beitrag wurde bearbeitet. (4 Monate her)
Als Antwort auf JanMayen

This week I've

  • Made buildings generate resources on their own timers, allowing for future upgrading or modifying of buildings to produce faster, better, stronger
  • Re-wrote the unit script, it's 90% complete. Having some issues with projectiles and referencing deleted nodes.
  • Worked on the post-round screen, showing what levels are coming up and offering different rewards based on the round.
  • Started working on Events system, a set of narrative events similar to Crusader Kings series.
  • Units now wear the colors of their team
  • Slight UI changes and toolboxes added