ProgDozerA:\dventure Dev Log: Utilizing a Global Event Bus in GodotOut of the box, Godot has a very powerful signaling system, but how can you avoid tightly coupling your nodes to scene structure?Apr 27, 2019Apr 27, 2019
ProgDozerA:\dventure Dev Log: Revisting Scene TransitioningLast time I wrote anything for this Dev Log it was about Scene Transitioning as well. You would think by now I’d have plenty more to talk…Dec 30, 2018Dec 30, 2018
ProgDozerA:\dventure Dev Log: Improving Scene TransitioningOne of the first things that any game developer will run into once their game’s complexity reaches a large enough size is Scene Management…Sep 27, 20181Sep 27, 20181
ProgDozerA:\dventure Dev Log: Simulating basic market economicsEconomics in A:\dventure is a bit different from C:\raft which revolved around bartering, due in part to its procedural generation. This…Sep 18, 2018Sep 18, 2018
ProgDozerA:\dventure Dev Log: VigorFinally got around to implementing something called Vigor within A:\dventure. This plays into the real-time combat system of the game as a…Jul 2, 2018Jul 2, 2018
ProgDozerStumbling over Unity3D: MessagingThis is a largely untouched draft from Jan 2018 detailing some of my struggles with Unity. Since then I’ve transitioned development…Jun 30, 2018Jun 30, 2018
ProgDozerThe great transitionI feel bad, I practically have abandoned writing about A:\dventure at all, but that’s not the only thing I abandoned in the past few…Jun 30, 20181Jun 30, 20181
ProgDozerStumbling over Unity3D: Fixed ResolutionTilemaps weren’t the first thing I ran into that gave me problems out of the gate with my new game. Another thing you usually care about…Dec 20, 2017Dec 20, 2017
ProgDozerStumbling over Unity3D: TilemapsThis is a series of my gripes with Unity3D as I work towards making my next game A:\dventure. If there’s any bright side to any of these…Dec 20, 2017Dec 20, 2017