Remove Bug Remove Fighting Remove Prototyping
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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

One with ruins of a collapsed civilization, where you have to fight through raiders and remnants of that civilization to claim your spoils. This also meant we had less dev time to fix bugs or optimize performance. We had to work around some of these bugs and limitations, but they were minor issues overall.

Dev 104
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new Quake map: Breakfast Under The Balloons

Radiator Blog

I liked the idea of climbing / descending a big weird tree, and building it in Quake would be a big challenge, so that's what I prototyped first. This early prototype felt weird to play, because the player could just run around the big open landscape and lead monsters on a big chase.

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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

One with ruins of a collapsed civilization, where you have to fight through raiders and remnants of that civilization to claim your spoils.” This also meant we had less dev time to fix bugs or optimize performance. We had to work around some of these bugs and limitations, but they were minor issues overall.”

Dev 118
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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

This finally leads me to prototyping and validation. The indie community is amazingly helpful, but you will have to fight by yourself with every single element in your own game – and that takes time! This includes a more technical identification of needs, what would I have to implement in code? Which art and music will be needed?

Dev 160
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FBX importer rewritten for Godot 3.2.4 and later

Mircosoft Game Dev

We expect bugs with the beta, even some regressions which we have seen already, but we are working on fixes to the reported problems to be ready for the 3.2.4 Most FOSS tooling could not properly import FBX files or had horrible bugs. Fix bugs in the beta phase, we expect them. stable release. we use the 3.2 Locator bones.

Mesh 52
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D20 RPG – Hero Party

The Liquid Fire

Even in our prototype it will already be useful to make sure the heroes populate on the board in a consistent pattern. There is one additional bug I would like to fix at this time. On the other hand if there are less “Hero Positions” than there are Heroes, then you just fight with a subset of your total hero party.

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D20 RPG – Entry

The Liquid Fire

Therefore, I have decided to implement this prototype using the Prefab approach. Or I supposed you could run away… * Click “Fight” to start a combat encounter. Click “Run Away” to skip the fight and demo branching options. I am guessing this is a Unity bug. Kill or be killed.

Asset 52