Furthermore, you’ve got no idea if your game is fun to anyone but yourself unless you subject it to ruthless testing by people who will give honest feedback. On the other hand, you really need to do that testing or you will (like I did) find out that the sync method you’re using is totally busted and you need to replace it with interpolation. On the one hand, it’s much easier to convince someone to play your game if you can play it with them. I’ve been nagging more people to play this one. Something about that limited palette… Testing with real people is essential And the planets are just absolutely lush too. They invite stories to be written about them. They tend towards the Star Wars / Used Future look. Metallic when they need to be, plastic when they want to be. They use a tiny palette but they’re so damn weighty. There are dithering tricks here I wouldn’t even imagine. Working with these sprites feels like stepping out of time. The original models used to render them are long gone, but Onyx (in a tutorial) explained how to separate out the engine glows. I’ve been staring at these sprites on and off for something like fifteen years, itching to put them into a game. In retrospect this was the absolute right move and I regret nothing. However over the course of that project also tried out Unity and Godot for small side demos and ended up liking Godot (and it’s permissive license and thriving community) enough to go all-in. The options I considered for FTS where Panda3D and BabylonJS. Using an engine is well worth itĪfter flythrough.space I decided that I wasn’t going to build too much from scratch next time, not was I going to fight against tooling. I’ve saved a deep technical discussion of Godot for another post. I’ve jotted some notes down about the project so far. Implementing a bunch of stuff I already know pretty well but in a new engine and language has been a fun ride. I know I said I shouldn’t do it, but I really wanted to learn Godot and having a multiplayer server with multiple levels seemed like a really interesting problem to tackle. You can download it here, and look at the source code here. I remade a game againĮVMVMVP is the awkward initialism for my latest project a multiplayer EV-like. What I’ve learned from breaking my own rule. Joe on Giant robot submarines, we’ve got those too.emr on Playing a 90s web game in the 20s. The Lost Continent: Australia on Westfield’s old globe.Road Not Taken: Godot’s VehicleBody in Hovertank22.Fine, you got me Ars, I’ll rank the spaceships myself, properly this time.
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