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Kibbles Gaming

600 NPC army + procedurally generated world + destructible (digging) world. Unoptimized at 75+ FPS. More insane features to showcase in the coming days. I worked 11 to 13 hours today on game development.

16 hours ago | [YT] | 8

Kibbles Gaming

This new Procedural Generation method is INSANE. Sneak peak. More to come as I refine it more and start randomly generating the trees and plants. I worked 6 hours today. I studied this new method and read a lot of documentation, watched YouTube videos, and started practicing some and bug testing how it all ties together.

1 day ago | [YT] | 8

Kibbles Gaming

Today I took a day off and only worked 4 hours on the game. I built a testing script in C++ for one of the AI components and did some research here and there. I can't wait to share the procedural generation system with you guys in the coming days, it's so insane. Lots more to share as we get through December.

2 days ago | [YT] | 12

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.

3 days ago | [YT] | 14

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.

5 days ago | [YT] | 19

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.

6 days ago | [YT] | 13

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.

1 week ago | [YT] | 8

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] | 7

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] | 8

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] | 10