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fotdgames.bsky.social
Account for posting about games by FOTD Games Generally Twin Stick Shooter, Roguelike, Godot based content.
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This weeks progress on DungeonSmith has been almost entirely around updating the front end to talk to the new back end. Which is now done. We're back to feature parity with the GameJam version. #SoloDev #LibGDX gitlab.com/fotd_games/7... youtu.be/eX77gfxnjxc Next, testing. fun....

Why is my computer crawling?? Ohhh... i left the entire backend stack of my application running in docker.

#DungeonSmith #SoloDev #LibGDX The backend of DungeonSmith just received a massive refactoring. Going from a monolith to a series of microservices. The front end is temporarily incommunicado, as i rewrite the rest api to use WebFlux, but it still works for local editing and play.

I was just reminded i have a fully usable RogueLike engine, written from the ground up in Java 8 that i should also be cleaning up and pulling into my Employment facing public repo. Guess i have a short project to do after finishing this first pass at DungeonSmith.

I've never felt quite as schooled as this: DungeonSmith is using reactive mongo/webflux for some of it's microservices, mainly so I can learn how to work with it. I'm still learning, so this was my first attempt at converting declarative saving code to reactive:

I've been Job Hunting, and updating #DungeonSmith. Both seem to be going well. I've split DungeonSmith's monolith into two microservices, and i'm working on tying Steam authentication in, to replace my homerolled stuff. Once i have the services working smoothly, I'll do one final MIT release

The fun part of reviving a project is getting all the tooling updated. DungeonSmith is going from Java 11, and springboot 2.7 to Java 21, and springboot 3.5.0. Now, i'm updating all the scanning tools that check for code issues. I think using those previously is about half of why none of the

#DungeonSmith Well, would you look at that. Just a few hours to go from "gathering dust on the hard drive" to "Deployed on a digital ocean droplet, and working" Had to entirely redo the deployment process for the server, and upgrade to java 17. But, she runs. Now... updates.

Well now, that was embarrassing. I was configuring security my brand new droplet, and accidently forgot to provide a login mechanism for my non-root account after disabling root login. Reboot->Brick->Angry Curse Words Least it was only first pass configs.

I am in the process of standing The Asylum back up as a playable game. I'm going to be renaming it to DungeonSmith Once i've got all that done, i'm going to be republishing it at Itch.io, and making it playable again. #Gamedev #libgdx #SoloDev

I'm cleaning up and pushing up personal projects, so I can have them publicly available for Resume purposes, but it brought back to my attention the one game I have finished and published. This was an entry for the #7DRL gamejam back in 2023. It's essentially #MarioMaker but for #roguelites

Well, with my job ending sometime in the next month, and a nice chunk of Garden leave while i find a new one, It's time to pick and write a small game, and publish it. I figured a Match 3 game should easily fit in the timescale, and an idea for a theme if i can get permission. So, time to code.

I've been working on various prototypes for gameplay, and I think i've found one I like. So, it's wave and region based. In that there will be ~10 regions, every minute, a new region activates and spawns a number of waves of enemies. Hope you cleared the last one. (Remember, prototype)

A bit in this video made me realize i should go play some games in the price scale my skill can cover. So can anyone suggest good 1$ games to go buy off steam? Like, games that demonstrate a level of quality a solo dev should expect. Spending 20$ total. #indiedev youtu.be/gQQazkTn70g?...

IDE's... If I type a Right Paren, I intend to add a Right Paren, into the code, where the cursor is. Don't say "Oh look, there's a paren right here, he must mean that one" and just... skip it. That is the principle of most surprise, not least.

Here we go. Got the new Skeletal Animation Sprite into my game, along with the bare bones of a new tileset to represent the interior of the warehouse. I'm also fiddling with the lighting, but i've never even touched lighting before, so i'd expect changes upon changes. Still learning the basics.

It's amusing how many games how a stat called Curse that is basically tied to becoming OP somehow.

So, i think i'm about half way through converting my POC Skeletal Animation to actual usable code i can put into my game. Smooth transitions between six different directions, with animation sync between them all. Here's a basic walk cycle. (Don't look too closely at the earring...) #Gamedev

It seems unfair that working with 2D animation means you need multiple skeletons for your sprite. I just don't see how to get away with less than 4.

Finished up my POC for skeletal animation in Godot. End result is very passable, and better than most of the programmer art i've produced in the past. (You'll have to excuse the sashay when he walks directly up, the only reference i could find was from deviantart.....) #Godot #Gamedev

@bsky.app You know what would be a wonderful feature, that would mesh well with starter packs? A mass follow-back option on notifications like the one attached. The problem is, if you expand it, and go into it, and try to follow people one by one, the notification changes, then disappears.

Let me try something…. INDIE GAME DEV INDIE GAME DEV INDIE GAME DEV INDIE GAME DEV INDIE GAME DEV INDIE GAME DEV INDIE GAME DEV INDIE GAME DEV INDIE GAME DEV INDIE GAME DEV INDIE GAME DEV INDIE GAME DEV INDIE GAME DEV INDIE GAME DEV INDIE GAME DEV INDIE GAME DEV INDIE GAME DEV INDIE GAME DEV

I'm working on a plugin that can auto build UI nodes in #godot from #figma json exports. I'll be making an in-depth video in the future. You can try it now here: github.com/mightymochi/...

Starting to get the hang of 2d skeletal animation. I think? Spent my whole gamedev time today learning how #godot handles cutout animation. It's pretty nice once it clicks. I can see how this should save me a lot of time developing art assets with limited skill.

btw these large scary math symbols are just for-loops