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March 06, 2021, 04:29:09 PM

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TIGSource ForumsCommunityDevLogsCo-Op Pipe Laying Exploration - Clomper | Unity | WIP #40
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Author Topic: Co-Op Pipe Laying Exploration - Clomper | Unity | WIP #40  (Read 3932 times)
Alain
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« Reply #40 on: January 25, 2021, 11:02:03 PM »

I was right about the bug. It wasn't really a bug. It was the algorithm doing exactly what I had told it to and I had forgotten to change it!  Cheesy

Are you sure it was doing what you told it? I swear these algorithms have their own forum behind our backs where they talk about how to make the devs' lives miserable.
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brainwipe
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« Reply #41 on: January 26, 2021, 12:57:17 AM »

I was right about the bug. It wasn't really a bug. It was the algorithm doing exactly what I had told it to and I had forgotten to change it!  Cheesy

Are you sure it was doing what you told it? I swear these algorithms have their own forum behind our backs where they talk about how to make the devs' lives miserable.

Now you mention it, I can't be sure it was me. I was tired when I was writing the changes, perhaps it was fooling me?

It seems to be working now. Perhaps if I don't look at it, it'll keep working...

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Alain
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« Reply #42 on: January 26, 2021, 09:01:53 AM »

I hope it keeps working for the sake of your sanity. Btw., I hope the isolated tile that is white in the beginning of the gif is intentional Wink
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brainwipe
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« Reply #43 on: January 26, 2021, 01:44:31 PM »

Well spotted! Yes, it is intentional. That is a quest location, the players must make their way over to it. It must stay there until either quest is discarded or it's completed. It's not 100% working but I am making progress now, so hopefully that thin wrapper of sanity will stay intact.

Thanks for all the support, it means a huge amount.
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Alain
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« Reply #44 on: January 27, 2021, 12:29:59 AM »

It's good to hear the spot is intentional.

Thanks for all the support, it means a huge amount.

Your game is super interesting, it is fun to follow it. Also, I see quite some similarties to some parts of what I am working on Wink

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brainwipe
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« Reply #45 on: January 27, 2021, 05:37:25 AM »

Thank you!

Infinite tile maps that load in piecemeal are a wonderful thing, aren't they? Dragging the player vehicle around is not something that would happen in my game - but it is super useful for testing. Which game engine are you using?
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Alain
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« Reply #46 on: January 27, 2021, 08:20:04 AM »

In deed, there is something magical about it. You look at your world and you know you made it, but in a way you didn't, because the algorithm did Wink I'm using UE4.

By the way, I just watched your DevLog #33 and loved your tangent about complexity, fun and time investment.
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brainwipe
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« Reply #47 on: February 18, 2021, 12:44:22 PM »

It's been a struggle these past few weeks, I got a new bout of migraines, which take me out of work for a week at least. That stops all hobby, evening work and even being a good father. In those situations, you have to just stop and wait.

Once the fog cleared, I had a chance to fix up a bug that had alluded me for ages.

My infinite world algorithm has three pieces to it: adding tiles, removing tiles and adding special quest tiles. Under normal circumstances, the player moves and tiles get added and removed outside the view of the players.

However the quest system also needs to add tiles for the quest objects to be added to. They were placed further than the view limit, so the removal part of the algoirthm removed them immediately. My own algorithm was the cause.

I'm still taking it easy but most of the dev is working on multiplayer syncing, which is like wading through glue but important to get right.




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Alain
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« Reply #48 on: February 18, 2021, 11:17:26 PM »

It's been a struggle these past few weeks, I got a new bout of migraines, which take me out of work for a week at least. That stops all hobby, evening work and even being a good father. In those situations, you have to just stop and wait.

I'm sorry to hear that and hope the next weeks will be better for you. The video was a great watch as always!
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brainwipe
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« Reply #49 on: February 19, 2021, 11:34:37 PM »


I'm sorry to hear that and hope the next weeks will be better for you. The video was a great watch as always!

Thank you Alain! I'm glad you enjoyed the video.

I thought it was important to share the struggles as well as the successes. When things are going well, it's easy to share the successes but we rarely see when things are going rough. I hope that by sharing, others might take a little solace that they are not alone.
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Alain
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« Reply #50 on: February 20, 2021, 03:38:03 AM »

I thought it was important to share the struggles as well as the successes. When things are going well, it's easy to share the successes but we rarely see when things are going rough. I hope that by sharing, others might take a little solace that they are not alone.

Yes, this is so true. You said in a YouTube comment that you talk in a quiet voice, because you don't want to wake up your kids. These kind of anecdotes make indie games so special to me, because I remember that the persons behind them are real people.
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brainwipe
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« Reply #51 on: February 20, 2021, 12:12:58 PM »

Yes, Alain, that's true! I only code when all family stuff and work is done, so I talk in a hushed way for that reason. I'm normally a pretty noisy sort of person.

I agree that it's part of the indie developer experience. I love that Garrett also does karate, that Matt Bull is hoping to go to Uni next autumn and so many other game dev stories. They build a connection, which I have felt lacking since the global mess kicked off. I'm proud to do my bit by staying away from others but it is hard to do.

Thank you for engaging, Alain, I really appreciate it.
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marcAKAmarc
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« Reply #52 on: February 21, 2021, 04:58:09 AM »

Love the look of the game and I'm enjoying the updates!  Any inspiration pulled from Thumper?  Sensing a lot of similarities in theming (similar name, similar realistic looking bug in a not bug environment)?

FYI:  this is thumper -

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brainwipe
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« Reply #53 on: February 22, 2021, 09:08:40 AM »

Hi Marc, Thumper looks cool but I've never seen it before. I'm flattered that you connected the two!

My inspiration came from watching my friends and I play co-op one evening. I originally wanted it to be more like the multiplayer game Artemis but pipe laying was such fun that it became the core gameplay loop. I've always had a soft spot for steampunk, so it was a short leap to making Clomper a steam powered bug. I chose ladybird because I needed a non-threatening bug for the players to live in.

Thanks for the feedback!


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