SamuKata
sgthale

sgthale

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Untitled Project Part 13 - Bugfixing and Christmas

Untitled Project Part 13 - Bugfixing and Christmas

The game will have a simple objective of capture the flag. I am in the process of preparing for release however the build will not be ready until after new years (due to vacation).

The flag is automatically picked up when you come in contact with it and then a point is scored.

2022-12-20 05:21:48 +0000 UTC View Post

Untitled Project Part 12 - Finished Grenade AI

Untitled Project Part 12 - Finished Grenade AI

AI can now throw grenades at enemies! First some superficial improvements.

Player models now have improved visuals and look far less flat:

They now have a thin outline so that they can be better seen from a distance. This was very useful for...

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Untitled Project Part 11 - Finished Rifle AI

Untitled Project Part 11 - Finished Rifle AI

The AI is now complete for the rifle and came out really well! Using the take cover algorithm from the previous development post, the AI players can now shoot and take cover behind the nearest wall. I tested the result by pitting 10 AI vs 10 AI, team red vs blue.

Each AI targets the nearest visible enemy and seem to pop their head out of t...

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Untitled Project Part 10 - AI improvements

Untitled Project Part 10 - AI improvements

Hope you had a Happy Thanksgiving. Recently I added the ability for the AI to take cover. This can be a complex topic but I found a simple solution.

First, defining our goal, what is taking cover?

Taking cover is simply finding the best plac...

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Untitled Project Part 9 - AI and Tesselation!

Untitled Project Part 9 - AI and Tesselation!

Huge improvements and additions to the game today.

First off, the voxel engine now uses tessellation for much much higher quality surfaces.

Generated surfaces no longer look blocky and have smooth curves. The map generation at the moment is ...

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Untitled Project Part 8

Untitled Project Part 8

Shovels! Is the latest tool for this game.

Shovels can be used to dig obviously. But they will be very useful when trying to reach a certain area or to break up trenches.

I'll be adding some effects to make it easier to see the changing terr...

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Untitled Project Part 7

Untitled Project Part 7

I want to develop this game FAST. I want to make sure that alongside the creation of this new game, that developer tools are available for users so that they can make their own maps. The problem is that development tools can take a while to make. That's why I'm trying to be smart and make use of existing tools and simply making my game compatibl...

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Untitled Project Part 6

Untitled Project Part 6

Fun goodies this devpost.

To start slow, the world data was optimized to increase the map size. I was able to half the memory used for each chunk which allows me to double the map size. Originally the map for the following size used about 211MB of data:

2022-11-04 04:00:04 +0000 UTC View Post

Untitled Project Part 5

Untitled Project Part 5

A ton of work has been complete for the untitled voxel shooter. To start, I picked out some nice textures and added procedural grass on all surfaces of the voxels, giving it a slight cartoony look.

As for gameplay, I have decided to go for unique ...

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Untitled Project Part 4

Untitled Project Part 4

Network syncing is complete! This is really cool because multiplayer pairs really well with a destructible environment game.

You can now destroy and physically topple physics voxel objects in the map with other people over the network!

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Untitled Project Part 3

Untitled Project Part 3

The past few days I've been mostly working on networking. Specifically syncing all things happening in the client and making sure other players can see it.

Multiplayer networking is a very complex problem. It's not just a matter of sending the positions and rotations of objects over the network. It is also about figuring out ways to smooth...

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Untitled Project Part 2

Untitled Project Part 2

So, I am slowly starting to piece together how the voxel shooter will play out. It's important you read part 1 so you understand what this is. It should be below this devpost.

Anyways, now that I had the tech to build a destructible environment, I decided to move ahead and start the character game development.

First I hopped onto Ble...

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Untitled Project

Untitled Project

Liminal according to stats is a somewhat difficult. Only about a 3% success rate from the playthroughs though it could be including different playthroughs with the same character.

Anyways, for after Halloween I wanted to choose a project that I could really sink my teeth in. I've always been a fan of procedural generation and I wanted to a...

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Story Update Review

Currently I am working to do some small bugfixing for the Halloween public release. So far the game has had 34 unique players. Only 5 people have completed the story so far.

In other news, I will be showing the development of the next game in the next devpost.

Stay tuned!

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Story Mode Update v0.2 Release!

Story Mode Update v0.2 Release!

It's here! Game comes with its dedicated launcher that updates the game automatically for bugfixes. Currently the entire game is online and for Supporters only so if you want you can share the launcher link to play with some buddies of yours. Game comes with instructions within but to reiterate:

>WASD Movement

>E Interact

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Story Mode Update Part 13

Story Mode Update Part 13

Almost release day! There have been some superficial changes done to the game.

Hints and instructions for when you first jump in have been added.

Also, the colors and variation of the rooms now change depending on what zone you are in. Diffe...

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Story Mode Update Part 12

Story Mode Update Part 12

Final release for the game is September 20th! It will be Supporter exclusive for a few weeks and then a global release will ensue.

Today I'll be talking about a cool effect I developed for the game. It's a noisy blurry render effect and it is used by yet another new entity. Image below shows the effect applied to the player (purely demonst...

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Story Mode Update Part 11

Story Mode Update Part 11

The core game loop for release is finished. Basically, there are concentric circles around spawn which have something that prevent you from passing unless you have the correct █████.

Additionally, entities and general difficulty increases the farther you are from spawn.

2022-08-31 04:47:57 +0000 UTC View Post

August Progress Video

August Progress Video

I will be bettering the development blog starting today with the addition of monthly development videos to showcase some of the things that were done. The usual written development blogs will continue. This is just an addition. They are tier 3 only and will become public in a month.

Video can be seen 2022-08-25 04:54:13 +0000 UTC View Post

Story Mode Update Part 10

Story Mode Update Part 10

Today's devpost is short as it has mostly been backend work and fixes. But before I get to it I wanted to formally announce the Backrooms photo competition. It's going on at the [Discord]. The winner will receive a camera!

2022-08-19 04:07:59 +0000 UTC View Post

Story Mode Update Part 9

Story Mode Update Part 9

Short devpost today but the game has had a lot of new content added. There are plenty of new items and scenarios. The game is expanding to have a proper mission oriented goal system and the entities are being revamped.

Meet the cupcake. The cupcake is a great item that can be found in █████████ or ████████...

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Story Mode Update Part 8

Story Mode Update Part 8

The past few days I have been finishing textures for new items and working on a new entity.

I feel like the game I am making is starting to take shape. Originally I started as a horror multiplayer game, but I have liked the progression it has gone into becoming a horror multiplayer puzzle game.

First, I am ensuring the game forms an ...

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Story Mode Update Part 7

Story Mode Update Part 7

Today I am teasing 2 new things and blogging about the compass.

First up, the compass.

The compass will be used to help you navigate around the map. By combining it with many objects such as ████████, ████████, and ███████, the compass will █████████ ██████â–...

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Story Mode Update Part 6

Story Mode Update Part 6

Past few days I have been finalizing the design of the launcher. It will be similar to Viva's launcher in which a password will be required to access and play the game.

Here is the first rough draft:

It was ugly but it had an idea that I was...

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Story Mode Update Part 5

Story Mode Update Part 5

The winner of the poll was the left blurry entity. This was the wall clown! This is a passive entity that does a lot of things. I will only expose a few details about this entity.

The wall clown can be found in very rare random locations and appea...

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Which new entity to showcase? Left or right?


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Story Mode Update Part 4

Story Mode Update Part 4

Today I am partially showcasing one new item and just talking about some back end work I did.

First up, the compass. It's functionality will be kept mostly under wraps but it is a very useful item to help you navigate around the backrooms. It is not a normal compass!

In other boring news, I have been working on backend functionality ...

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Story Mode Update Part 3

Story Mode Update Part 3

Slight change to the release schedule. It will be kept as a Supporter only release for 1 more month as I'd like to release it publicly with the Story Mode Update.

Anyways these past few days I worked on the inventory. Big devpost today!

So one of the first things I wanted to do with the inventory is to have some kind of item manageme...

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Story Mode Update Part 2

Story Mode Update Part 2

There are at the moment 6 completed story line voiced lines and a simple dialog tree to ask and answer questions. That means that there is now 1 canon storyline character. This character will be pivotal to helping you through the Backrooms and maybe uncover some truths.

Additionally this means that there is now a working dialog system alre...

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Story Mode Update Part 1

Story Mode Update Part 1

The first big update for Liminal will be Story Mode. It will include a proper story quest line that can be completed in a coop fashion, among other things. The central focus will be a new level, the pool backrooms! More on this later.

A quick word on the currently released version of Liminal, I've received feedback! And it feels like it is...

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