For this #screenshotsaturday, I'm bringing some finishing touches in the map of our small point'n'click game. Hopefully it can soon be added to our Collection!
I just heard the bad news that I am probably going to need a new job starting in July.
So, before beginning the regular search, I wanted to ask my Fedi friends if anyone could use a capable C++ programmer with lots of graphics and networking experience. I wouldn't mind a change, so I'm open to anything. Even other programming languages! It would be awesome if I could use Linux to do the work. 🐧
Locations I would consider are: Central Europe, Melbourne, Sydney or Remote
"If you make your own engine you'll never ship a game"
I'm here to tell you this is BS. Kitsune Tails uses a custom engine built on a custom framework all made from the ground up by yours truly. Neither of these were even remotely the bottleneck for development duration. Turns out that the thing that takes the most time when you're developing a game is all the stuff that is hyper specific to that game and can't be generalized anyway
Not to mention all the, you know, actual content that sits on top of the engine. I can write a json parser and serializer from the ground up in a day or two, but all the cutscenes I had to script for KT took many weeks
Then there's the fact that if I'd used an out of the box physics solution for Kitsune Tails I'm fairly certain I'd never have been able to nail the game feel it has, which is the most core thing to the whole experience
You don't have to make an engine but quit pretending doing it is the hard part of making a game. It fucking ain't
There is days where I wish I could just use existing rendering pipelines with all the bells and whistles, but on many other days I'm glad I have full control over the stack. The engine is full of game-specific hacks and that's exactly why we did it this way.
On top of all that, our own engine is more efficient and optimized than an off-the-shelf engine ever could be.
I now have more satisfying lighting.
Some interactible objects are lightmapped now, so it's not only about finding the objects with misfitting lighting, but finding them more logically.
This week, I've been working on invisible stuff that will slightly improve lighting in our last game.
Meanwhile, Biiscuit has been working on some new props, which I'll show for this #screenshotsaturday
She can do better but then her props wouldn't fit in the blocky Trenchbroom map :p And I'm currently still using the models' triangles for picking, I need to do better.