I’d love to see what kind of a game dev community we have here on beehaw and help each other out. Whether you use Unreal, Unity, Godot or even your own engine, let’s see what you got!

  • drwhut@possumpat.io
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    1 year ago

    A couple of months ago I released my free and open-source game Tabletop Club, which is a physics sandbox inspired by Tabletop Simulator, and made with the Godot Engine!

    It’s still early days for the project, but I’ve got a ton planned for the game, and I’m currently working on the first major update!

    Here’s a link if anyone is interested: https://drwhut.itch.io/tabletop-club

    • knokelmaat@beehaw.org
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      1 year ago

      This looks really awesome. I’m also working on a small project in godot (just a simple sokoban implementation) but this looks way more complex! Nice of you to make it open, makes it easy to learn and contribute.

      Can I ask why you choose MIT over GPL for licensing? Just thinking about this because of an article that was recently posted here.

      • drwhut@possumpat.io
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        1 year ago

        Thank you! The main reason it’s MIT is because I don’t really care if someone takes it and makes it closed source - this version will always be here for people to use and contribute to. Plus, it also opens up the possibility of me forking the project and making another game out of it that actually provides a sustainable revenue 😅

  • mustyOrange@beehaw.org
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    1 year ago

    Im working on an metroidvania that works with flying mechanics. My goal is to take the hollow-knight platforming style of pogoing, and combining it with an elytra style mechanic to have large sections where youre off the ground.

    My character is a little monstera plant, and I want to make as many little cute costumes for them as possible!

    https://www.youtube.com/watch?v=HA8b0G_PNVY

  • Hexorg@beehaw.orgM
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    1 year ago

    I kinda am… but I’m also a researcher so I’m not particularly making a game but rather trying to make a new game mechanic. I want to make pawns have complex decision logic to be able to choose multiple ways of doing something. I’m working on creating a hierarchical task network in Rust. I’ve been testing it in godot using the gdnative interface. Don’t really have much to show though and no recent progress… Ben busy with a newborn

    • janooba@beehaw.orgOP
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      1 year ago

      Hey that’s fair, I can only imagine how much time a newborn would soak up. Game AI is facisnating to me so I’d love to hear more about your work. It reminds me a bit of GOAP a little bit.

      • Hexorg@beehaw.orgM
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        1 year ago

        Yes HTNs are a few computational levels higher than goap (HTNs can do everything that goap can). I think project fear AI used HTNs

  • dafungusamongus@lemmy.sdf.org
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    1 year ago

    Audio Engineer here, currently composing music and designing sound effects for an action-adventure medieval fantasy. I am unable to showcase current works because of an NDA, but some of my previous works are showcased on my website @ www.iaaudio.com . Still learning more about Unreal Engine and I really enjoy the workflow versus using middleware like WWISE.