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Ooga Booga Game Devs

3.1k members • Free

9 contributions to Ooga Booga Game Devs
Devlog#3 fckup
Hi || Moro! I didn't listen and I fucked up.. Completely & totally overscoped the fck outta my first project. I really wanted to try a bit of everything, and in hindsight, that was the main reason I got stuck and lost the momentum. I also didn't properly plan or define the project's scope, so I often had to rewrite core stuff to fit the newer systems. And with thousands of lines, that became a burden. I had some cool systems working nicely (see my other posts), but I still hadn't nailed down the main gimmick or "thing". Adding more stuff just for the sake of it felt kinda pointless. Project #1 isn't completely dead, it's just on ice for now. I am still exited for the next project and fully committed to oogabooga and the caveman way. Failure != Failure My next project is a 2d diving game. This time I'm taking my sweet time with concepting and planning the project. Instead of infinite* procedural generation, it's going to be level based and I'll handcraft the levels to give them more "depth" Current scope is: - Level based - collecting resources & inventory management - crafting & upgrading - quests & npc's (maybe) - economy - worldmap with level selection - maybe even a story sorry for long read and no pictures (current concept-art is so scuffed i can't show it) - Jani
1 like • Oct '24
@Louis Truchelut Thanks for the kinds words. This community is definitely my biggest motivation on gamedev, and to me, it feels a bit like a large and supportive team idk.
Showcase your oogabooga game
If you want a short gif from your game to be showcased to others (or just want to share for the fun of it), then please share it here and I'll put the most interesting ones in the oogabooga github readme. Also make sure you share a link to your repo for attribution.
0 likes • Sep '24
Deadline? @Charlie Malmqvist
0 likes • Sep '24
@Charlie Malmqvist cool cool
Devlog#2
Hi. Just wanted to share a quick update on my project. I finally got my chunk system up and running. It took way longer than expected (some irl stuff got in the way), but it’s finally done. There are still a few minor tweaks left (like: crossing the world origin (0, 0) makes chunks load weird, integrating with older systems, and optimizing chunk-based rendering) but nothing too complicated. The world is generated based on a png image, which itself is generated procedurally with perlin magic and stuff. World is 512x512 chunks and the image is 512x512 pixels so each pixel is mapped to a chunk and the chunk is generated based on the pixel value. I hope all of this still counts as the game world being procedurally generated. I did some calculations and realized my game world is a bit bigger than I initially thought: Chunk count: 512 * 512 chunks = 262 144 chunks Chunk size: 512 * 512 pixels Total pixels in world: chunk size * chunk count = 68 719 476 736 pixels So, its probably best not to load everything into memory at once. Here is a video, and please ignore the overlapping entities, repetitive ground textures, NO easings for biome changes, and all that other junk: Also the ”smiley face” in the video isn't just a bunch of ground textures. The different squares are the chunks themselves and they all have their own entities, rules for generating entities and other useful stuff. Edit: forgot to show loading and unloading the chunks in the video. I will post a bigger update later with that
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Devlog#1
Hi. Wanted to post an update on my project. I guess this kinda isn't an update, since i haven't posted about this earlier. Whatever My game is an open-world (finite world with world wrapping soo kinda) with procedural generation, crafting, resource gathering, and exploration game. Thats the direction im going for but the game still lacks the twist/gimmick thing. I have gotten a good amount of systems working in the past month. Listed some of them here: - Inventory sys - Chest sys - Crafting and smelting (basically recipe sys) - Entity rendering - Loot tables - dimensions system (basically just caves and overworld for now) - biomes system (kinda wip) - Entity rendering (again) - Rendering pickup texts - portal sys and portal pairing (just transitioning between caves and overworld for now) - Inventory sys (again) - Chest sys (again) - Animation sys - procedural world generation (wip) Almost a month ago i posted some prototype programmer art. Now after a month, here is some of the NEW prototype programmer art stuff: Also here is a sped-up video of the sprite making progress: https://youtu.be/UoZVJ6WujOg I have another sped-up video of me making a massive tree (took me 4 hours). I'll upload it too if anyone is interested. After +16500 and -9500 lines, I feel the project is coming together nicely. There is still so much to do, like finishing the world gen and biome systems aand getting loading/saving working. After these I think its finally time for content mode. Looking back, I realize that I kinda fucked up by not planning this project before starting. I think the saying is "biting off more than I can chew". Should have listened to Randy.. However, cutting scope is not on the table and I aint giving up. Thats it. Thanks
1 like • Sep '24
Thanks chief. Been working on it since late july. I was following the course, but when the course got "stuck" at day 8, I went on my own. It's been hard following the course since, because a lot of my newer systems aren't "compatible" with the direction randy is going for. Loving the challenge tho :)
0 likes • Sep '24
I'll post some gameplay in a few weeks when i get world generation and biomes working nicely. Its a mess currently :D This was not so long ago...
Free textures (Creative Commons CC0)
Found this great site for CC0 textures! https://ambientcg.com/categories Hopefully this hasn't been posted here before. Cheers
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1-9 of 9
Jani Pe
3
13points to level up
@jarmo-jokinen-8825
Uni

Active 91d ago
Joined Jul 18, 2024