lots of creative juices rn because i m doing story and aesthetics for the game
u can def follow @kootoopas or @nuclearmodeg on twitter for dev updates and tasty eyecandy stuff
::devdump
WE GOT HIM ๐ฅ
— WIlling Live Battle Coder (@kootoopas) October 23, 2022
spell files got got for good and are loadable as chunks in-game as static server files (meaning that they can be bundled in electron)
don't believe me?? adjust your timbs and take a look homie
[gamedev log transmission end] pic.twitter.com/oieddjc44T
#gamedev log::: directed executable graph editor finale pt. 1 of 2:::::: preparation for in-game graph deserialization
— WIlling Live Battle Coder (@kootoopas) October 6, 2022
stage set for the final act
for the nuclear key lock-in
variance aspect of di paying off finally
to extent of code running both on devtool and in-game context pic.twitter.com/or6xv5bPpt
big in-house game engine dev announcement:
— WIlling Live Battle Coder (@kootoopas) September 30, 2022
after 4 months of development I'm wrapping up the initial secret (๐ฎ) internal alpha release of project SEVE (stands for spell effect visual editor) which... is actually a runnable directed graph compositor
capability demos imminent
#gamedev log
— WIlling Live Battle Coder (@kootoopas) September 15, 2022
may be disingenuous to celebrate because it's half the feat, but spell trees can be written to the filesystem ๐ฎ pic.twitter.com/jVNvJno8lW
lil #gamedev update on spell files ๐ฎ๐พ
— WIlling Live Battle Coder (@kootoopas) September 9, 2022
the attempt to use persistent map store to store(!) spell filesystem indices turned out nice
all that's left is for this to be consumed by web app to create editor tabs and file tree pic.twitter.com/jTj0s8nkGx
do u ever just want to throw it all away pic.twitter.com/7Kss1QBzNk
— WIlling Live Battle Coder (@kootoopas) August 31, 2022
gameenginedev update: spell editor forms looking slicker pic.twitter.com/iNLceBPpgk
— WIlling Live Battle Coder (@kootoopas) August 26, 2022
program-exiting assertions save lives
— WIlling Live Battle Coder (@kootoopas) August 15, 2022
plus they are easy to write
please do be using them
u don't want bad input going further in execution than it's supposed to and causing ~weird~ errors pic.twitter.com/GLDqQfN8jJ
time for some retrospective #gamedev #coding #codeleaks
— WIlling Live Battle Coder (@kootoopas) August 10, 2022
I've been milking the builder pattern quite a lot for quite the gains pic.twitter.com/th6uCG2RJd
liberal input acceptance is... liberating #coding pic.twitter.com/sWYzdujApl
— WIlling Live Battle Coder (@kootoopas) August 3, 2022
๐โก auto source-code-derivable node parameter input forms just landed on the effect compositor
— WIlling Live Battle Coder (@kootoopas) July 29, 2022
u don't come across this type of stuff every day#typescript #vuejs #devtools #gamedev #indiedev pic.twitter.com/ZMEFudLb8n
๐ ๏ธ๐ฎ #gamedev log: l8ly it's been iconification city here in action compositor devland
— WIlling Live Battle Coder (@kootoopas) July 29, 2022
each icon or icon pair refers to a parameter, but can u guess its name? i may (disclaimerโข๏ธ) be giving 5 bucks for each exact guess ๐ฎ#indiedev #webdev #devtools #vuejs pic.twitter.com/ySGAw0BotC
#gamedev log
— WIlling Live Battle Coder (@kootoopas) July 25, 2022
working on executable node setter-based input form generation since a lil less than 4 weeks ago and forms are starting to form
got some to deserialize to executable form
took it slow some days cos summer survival strategy#typescript #gameenginedev #indiedev pic.twitter.com/B18f9Lomrb
don't forget to limit that declaration scope yo #coding pic.twitter.com/7INnNyYp9Q
— WIlling Live Battle Coder (@kootoopas) July 22, 2022
if u r a solo dev of own project of visual output that tends to cross-intersect it's pretty bad to be wasting time writing TESTS (๐ฎ)
— WIlling Live Battle Coder (@kootoopas) July 4, 2022
that said, it's fitting for long-duration low-level utils vs checking logs in instruction subsequence of caller#js #gamedev #indiedev #nodejs pic.twitter.com/AfUDJ6Kxz2
having a debug view is analogous to being able to see in the original Assassin Creed's cryptic wall message vision#vuejs #piniajs #gamedev #indiedev #solodev #gameengine #webdev pic.twitter.com/RtRwIUIysh
— WIlling Live Battle Coder (@kootoopas) June 28, 2022
#gamedev update
— WIlling Live Battle Coder (@kootoopas) June 28, 2022
action compositor now supports attachment to specific triggers
a trigger is basically a callback where child nodes may be attached
only option to do this used to be by editing src code but it's a pain if u want to be creative
/1
#metaprogramming #typescript pic.twitter.com/QAa7KKPg8J
good ol' text files do justice to video game stage representation when used as character matrices with analogous space.#indiedev #gamedev
— WIlling Live Battle Coder (@kootoopas) June 23, 2022
1/ pic.twitter.com/d2OmSt0hY3
working visual action tree compositor built in 9 days b-BITCH ๐ฎ๐น๐๐#gamedev #indiedev #gameengine #vuejs #pinia #shouldstreamshitlikethis /1 pic.twitter.com/40dPE0bpqw
— WIlling Live Battle Coder (@kootoopas) June 17, 2022
4.5 weeks ago I started building this tool to create better spells for my game. Just got the node-based action graph compositor functionality down. ๐ฐ๐ฐ๐ฐ๐ฎ๐ฎ๐ฎ
— WIlling Live Battle Coder (@kootoopas) June 22, 2022
1/#indiedev #gamedev #roguelike #indiegame #indiedevlog #gameengine #game #vuejs #blender #unity #unrealengine pic.twitter.com/YWfZ23dBei