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Kibbles Gaming
I worked 20 to 24 hours in the last 48 hours. I reached out to a developer of a breakthrough tech I'm going to use. I was able to get access to the prototype and now I'm helping test it for him so he can get it finished. ALSO I found an even better solution for procedural generation. I don't have screenshots ready yet but when I show you guys what I'll be able to do, it's going to blow your freaking minds. Big things are happening guys. I'll keep working 8 to 14 hours a day on this as long as my body and budget allow me to.
19 hours ago | [YT] | 8
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Kibbles Gaming
I worked 14 hours today on the game. I got the basics of a procedurally generated world working. It's crude but it's functional. Tomorrow I can start refining it now. This is pretty big progress. I'll be testing tomorrow for performance to make sure this method is scalable before I make a larger world, and if not, I'll work on how to improve it.
2 days ago | [YT] | 16
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Kibbles Gaming
I worked 12 hours again on my game. I had to do another 12 hours of research and testing of AI components. I have one more day of research and testing and then I can start working on making a procedurally generated world, that should keep me busy for a week or two.
3 days ago | [YT] | 12
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Kibbles Gaming
Today was a partial day off. I only spent 3 to 4 hours working on the game. I did research and I think I may have solved an AI problem for the game that's going to blow peoples minds. I can't wait to do a big reveal at later date. You guys are going to have your minds completely blown if this works.
5 days ago | [YT] | 7
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Kibbles Gaming
600 strong army running at 80 to 100 FPS is kind of nuts for an indie game with these graphics.
1 week ago | [YT] | 6
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Kibbles Gaming
Okay so today I was able to work 7 or 8 hours on my game and here's the patch notes.
*Dramatic upgrades to the NPC testing module
*Preparations have been made to transition the NPC testing module into the full NPC framework for the final game at a later date.
*Math equations have been applied that allow NPCs to move in army formations
*Preliminary framework has been put in place to allow controls of formations at a later date (like line, loose, tight, etc.)
*Fixed issue that broke animations in shipped builds
*Discovered ways to potentially optimize further in the future that I'll be exploring soon.
As always, join the discord to keep up more closely: discord.gg/SBQsaQzyM2
1 week ago (edited) | [YT] | 7
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Kibbles Gaming
BRO IT WORKS! 300 army units in a first person game at 95+ FPS (120+ on a shipped build). This is a massive upgrade. I found a new way to handle the game logic that allows for MASSIVE performance gains. If I can find more breakthroughs my game might be able to have 500 to 1000 person battles on mid range pc's! Insane! Thoughts anyone?
Also join the discord to keep up with my game development progress: discord.gg/ASHaE4vtA7
1 week ago | [YT] | 9
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Kibbles Gaming
I worked 12 hours on making a video game today. I worked very hard on optimization and profiling for hundreds of NPC's.
I'm working on more ways to increase NPC counts, I made a bunch of tools and different forked versions of the test mod to try different strategies for optimization. I'm still thinking I might be able to get 200 to 500 npcs on screen between battles and in and around towns and stuff.
But who knows. I gotta keep grinding optimizations so I can know the limits before I commit to a deployment strategy for the long term
1 week ago | [YT] | 7
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Kibbles Gaming
Of the following video games, which is your favorite? I'm working on making a game that has elements inspired by games like the ones from this poll.
(Keep up with me on my discord: discord.gg/SBQsaQzyM2)
1 week ago | [YT] | 0
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Kibbles Gaming
I worked 8 hours today on the game. Today I built a module for testing max NPC counts in Unreal Engine so I can optimize then plan max battle size for development. It's looking like 200 to 500 NPC's in a battle, but I'll keep studying and if I can find a breakthrough maybe we can get more without losing too many frames.
Today's patch notes:
*Significantly fleshed out NPC testing actors so I can min max game elements and figure out the limits before I waste time working towards things that aren't possible.
*Learned more C++
*Setup preliminary systems for throttling tick rates and animation speeds on NPC's to conserve resources.
*Laid some framework for developing out distance based optimizations in the future.
Discord to keep up with development more easily: discord.gg/SBQsaQzyM2
1 week ago | [YT] | 10
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