I want to stream soon for the channel they've been really fun recently. I won't set a date but just keep an eye out yahear
I'm at a huge crossroads right now. My game is at a point where basic single player is completely functional, and I really want to release the game as a early access title at the moment. But I do believe that along with singleplayer, multiplayer is huge selling point of the game. I don't know what to do here, but right now I'm leaning towards waiting until multiplayer is fully functional in order to release the game. I also got to send out some demo copies to friends in order to get feedback, so right now I think it's a good time to take a nice little break from Labyrinth Knights for a while.
I was invited to be a programmer on another project, this time purely singleplayer so It'll be a fun time just developing and not worrying about things like latency. The break won't be long from labyrinth knights tho, tbh I might be addicted to working on this game.
Hard at work on more labyrinth knights ! Working on more RNG stuff like dungeon generation and enemy AI, but I'm going to be slowing down on development in order to convert my already existing scripts into networking objects. I talked about these more in detail on my patreon, so check that out if you're interested. I returned to my roots a little and worked on a lot of FamiTracker covers and Furnace covers, so expect those very soon as well!.
tbh I'm so surprised at the feedback and response I got for the video dev log, I honestly thought it was going to flop. It excites me so much to see how many people were interested in it, and wanted to know more about it just from a bare bones introduction. Hearing that the video was entertaining blew me cause the title was no lie, I was genuinely just yapping about the game π More will be coming soon, so keep an eye out!
I've got very comfortable with blender, and I honestly feel like my artistry has grown because of it, so I might start back drawing for fun again, but we'll see.
I think I've come to the conclusion that things are harder when you haven't started them.
Every time I think of a task or something that needs to be done in this game, It's always more daunting and difficult when I'm sitting there like "what do I do". When I actually bite the bullet and start, it comes to me almost naturally. Dungeon generation was by far one of the more technically demanding things to do, but it has pretty much been finished. I have it set up so that it generates an entrance, 5 rooms on the first floor, a staircase leading to the second floor, 5 more rooms, and I have the placeholders for things like puzzle rooms and branching paths as well. This is going to be a little of challenge, but I already have a few algorithm's and ideas on how to combat things like room overlap and clutter.
Dungeon modelling has been a breeze, as I really just thought of things and tried my best in blender to replicate them. I'm especially proud of the way the torches turned out. I managed to combine my love of pixel art and 3d low poly modelling together to give it this cool flair to it.
Next up on the list of things to do is make more enemies, mainly the boss and a few more I want to include in the Alpha, and making the game work online. I also made the decision that many of my songs will probably be left to be heard in Single-Player mode, while when you are playing with friends your music will be the sounds of you and your allies arguing. I feel like I should have multiplayer variants of the themes that can chime in sometimes a-la Minecraft cave sounds.
No longer physically sick, now just sick at coding
I finished up making the overworld of the game, and now wanted to focus on the dungeon generation, and of course my scope was very big and something that I haven't really tackled before. Initially, dungeons were going to be pre-made, and selected from a list, but then I realized that eventually, people could memorize the layouts. Those guys are nerds and we don't like em
I settled on watching some videos to give me an idea on how random room generation might work, and then wrote down my own algorithm to generate the dungeon layout. [GIF is me generating the first 4-5 rooms] I took preventative measures to make sure there is no overlap, and it's honestly turning out really well for a first time attempt.
In the future, I plan to add more room types, like multiple floors, loot and luck rooms, and lore based areas, but that'll come in due time. Right now, I just wanted to get the basic generation down, and as of typing this, it's going spectacularly well. One thing I am struggling with at the moment, is the concept of pseudo-random generation. I want to incorporate seeds like in Minecraft or Lethal Company, but I can't seem to figure out how they handle seeding, and until I figure that out, it might just be purely random.
Also I don't have a bunch of work to do this week like I usually do, so guess who's no-lifing game dev rn π
knyscapegoat
ko-fi.com/napxers/commissions
please send all commissions through here from here on out, this'll just keep things organized fr
4 months ago | [YT] | 7
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knyscapegoat
CORYXKENSHIN SPOOKY SCARY SUNDAY ON A SUNDAY THAT ALSO IS MY BIRTHDAY WAHOOOO
7 months ago | [YT] | 8
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knyscapegoat
If you like Detective Conan go give this a watch. Really fun concept !!
7 months ago | [YT] | 1
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knyscapegoat
HAPPY EARLY HALLOWEEN
I want to stream soon for the channel they've been really fun recently. I won't set a date but just keep an eye out yahear
I'm at a huge crossroads right now. My game is at a point where basic single player is completely functional, and I really want to release the game as a early access title at the moment. But I do believe that along with singleplayer, multiplayer is huge selling point of the game. I don't know what to do here, but right now I'm leaning towards waiting until multiplayer is fully functional in order to release the game. I also got to send out some demo copies to friends in order to get feedback, so right now I think it's a good time to take a nice little break from Labyrinth Knights for a while.
I was invited to be a programmer on another project, this time purely singleplayer so It'll be a fun time just developing and not worrying about things like latency. The break won't be long from labyrinth knights tho, tbh I might be addicted to working on this game.
10 months ago | [YT] | 2
View 1 reply
knyscapegoat
vegas is weird
10 months ago | [YT] | 7
View 1 reply
knyscapegoat
π π π www.patreon.com/napxers
1 year ago (edited) | [YT] | 12
View 1 reply
knyscapegoat
Hard at work on more labyrinth knights ! Working on more RNG stuff like dungeon generation and enemy AI, but I'm going to be slowing down on development in order to convert my already existing scripts into networking objects. I talked about these more in detail on my patreon, so check that out if you're interested. I returned to my roots a little and worked on a lot of FamiTracker covers and Furnace covers, so expect those very soon as well!.
tbh I'm so surprised at the feedback and response I got for the video dev log, I honestly thought it was going to flop. It excites me so much to see how many people were interested in it, and wanted to know more about it just from a bare bones introduction. Hearing that the video was entertaining blew me cause the title was no lie, I was genuinely just yapping about the game π More will be coming soon, so keep an eye out!
I've got very comfortable with blender, and I honestly feel like my artistry has grown because of it, so I might start back drawing for fun again, but we'll see.
1 year ago | [YT] | 4
View 0 replies
knyscapegoat
GAME DEV UPDATE 6.5 [3.5 on Twitter]
saintbaroque.bandcamp.com/album/echoing-halls-labyβ¦
I hope you enjoy.
1 year ago | [YT] | 6
View 1 reply
knyscapegoat
GAME DEV UPDATE #6 [3 on Twitter]
I think I've come to the conclusion that things are harder when you haven't started them.
Every time I think of a task or something that needs to be done in this game, It's always more daunting and difficult when I'm sitting there like "what do I do". When I actually bite the bullet and start, it comes to me almost naturally. Dungeon generation was by far one of the more technically demanding things to do, but it has pretty much been finished. I have it set up so that it generates an entrance, 5 rooms on the first floor, a staircase leading to the second floor, 5 more rooms, and I have the placeholders for things like puzzle rooms and branching paths as well. This is going to be a little of challenge, but I already have a few algorithm's and ideas on how to combat things like room overlap and clutter.
Dungeon modelling has been a breeze, as I really just thought of things and tried my best in blender to replicate them. I'm especially proud of the way the torches turned out. I managed to combine my love of pixel art and 3d low poly modelling together to give it this cool flair to it.
Next up on the list of things to do is make more enemies, mainly the boss and a few more I want to include in the Alpha, and making the game work online. I also made the decision that many of my songs will probably be left to be heard in Single-Player mode, while when you are playing with friends your music will be the sounds of you and your allies arguing. I feel like I should have multiplayer variants of the themes that can chime in sometimes a-la Minecraft cave sounds.
1 year ago | [YT] | 5
View 1 reply
knyscapegoat
GAME DEV UPDATE #5 [3 on Twitter]
No longer physically sick, now just sick at coding
I finished up making the overworld of the game, and now wanted to focus on the dungeon generation, and of course my scope was very big and something that I haven't really tackled before. Initially, dungeons were going to be pre-made, and selected from a list, but then I realized that eventually, people could memorize the layouts. Those guys are nerds and we don't like em
I settled on watching some videos to give me an idea on how random room generation might work, and then wrote down my own algorithm to generate the dungeon layout. [GIF is me generating the first 4-5 rooms] I took preventative measures to make sure there is no overlap, and it's honestly turning out really well for a first time attempt.
In the future, I plan to add more room types, like multiple floors, loot and luck rooms, and lore based areas, but that'll come in due time. Right now, I just wanted to get the basic generation down, and as of typing this, it's going spectacularly well. One thing I am struggling with at the moment, is the concept of pseudo-random generation. I want to incorporate seeds like in Minecraft or Lethal Company, but I can't seem to figure out how they handle seeding, and until I figure that out, it might just be purely random.
Also I don't have a bunch of work to do this week like I usually do, so guess who's no-lifing game dev rn π
1 year ago (edited) | [YT] | 6
View 1 reply
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