Good Value Gaming

Good Value Gaming Good Value Gaming is an independent games developer. Discord can be found at https://discord.gg/zDrDWDPgvm

12/11/2024

Dead but dreaming. 🤫

...sup. Just gonna leave this here. 😏
20/07/2024

...sup. Just gonna leave this here. 😏

19/06/2024

...Tinker tinker tinker...

Hi.
15/06/2023

Hi.

21/03/2022

Wednesday Update #40: "Whoops I Forgot Last Weeks" Edition

General
---------

Oof I forgot last weeks. Doing it on a Monday threw me off and I thought I did it last week. Nope. Two weeks ago. Better do one now and one Wednesday.

Daxx Baxter: Come Get Your Daxxination
---------------------------------------------

-w ideas. No new ideas. OH A NEW IDEA!

No, no new ideas JimBob. Much of the previous week has been spent adjusting the code base to deal with the new "GVG Core" and "GVG VFX" packages. Which is to say, not a lot of time has been spent on developing new things other than additional models which carry over to DG as well.

A few nice bug fixes though! So that's always good.

Daxx Baxter: Daxxing Grounds
----------------------------------

So we get to Daxxing Grounds, and you may be thinking "Okay, so it's a top-down arena shooter. So what? Doesn't sound novel!" Well that's because it's not, but on the flip side there's nothing modern which really offers a similar sort of experience.

Couch co-op and couch competitive is dead. Gotta try and spark some life into it!

So how does it work? Simple! You spawn in an arena with crates and single floor buildings, run around, try to shoot or hit each other and pick up weapons, tools, and power-ups as you go. One hit eliminations, unless you pick up armour. Now, you may be getting Dragon32/Commodore C64 vibes from this and that's because you absolutely should be. It's basically a new lick of paint and a new approach on a simple old concept.

This week, most of the time has been spent working on the appropriate "power-up" models for items. Next week, we focus on upgrading... And so he can actually have something for THIS Wednesday's post, JimBob is going to break down the core gameplay in a post then.

GVG Core and GVG VFX
-----------------------
..GVG Input! As it currently stands, the input handler used for GVG Input recognises all devices as used by the same character. That means upgrading the system so that it can handle an [and/or] scenario. The [and] scenario is basically "all controls, be it keyboard/mouse or controller or whatever, feed into one output" as is appropriate for CGYD. On the other hand, the [or] scenario is "Okay, so each person gets to use their own input device independent of the other devices". This requires a little bit of modification, but there's no reason why it shouldn't work. It's just getting it done.

However, the GVG Core has been set up and a few fixes made while JimBob is there (As well as a few decent test scenes for wider distribution). A few new test scenes for further updates and the like, and so on. Furthermore, JimBob has taken the initiative to put the VFX into a SECOND package that can be added to projects quickly and easily, with support for the Unity URP and HDRP. Makes more sense to have a separate package for that, really.

Now, to Asset Store or not to Asset Store...

State of Good Value Gaming
--------------------------------

JimBob went 7 days without coffee. He's quite proud of surviving a week without that sweet nectar of the gods.

07/10/2021

So... We may have missed a few weeks of Wednesday posts. This is due to an additional job elsewhere being done currently, leading to restrictions on posting to social media.

Don't worry, we're still here and we're still going, but in this climate we're just making sure we have a solid financial base for after Christmas with additional work. Full disclosure: There is a house move in January/February (Of a sort), family members have had work disruptions, and JimBob is basically juggling two jobs to make sure things are sound. This would be a non-issue if we had a publisher or external funding, but eh.

Thank you for your understanding, and we hope to be able to share some news as soon as possible!

15/09/2021

Wednesday Update #38

General
---------

So we're back in the flow of things, and we have deadlines to meet already. That's fun! JimBob likes deadlines... But he's not so much of a fan of it when he has to do "a thing" to keep things going. More on that in the coming weeks.

Daxx Baxter: Come Get Your Daxxination
---------------------------------------------

>> General News

So JimBob has been doing a bit of planning which pertains to Come Get Your Daxxination over the past few weeks whilst undertaking other paid work, and it's probably going to come to fruition... Which is nice. Unfortunately, there are deadlines in play which means JimBob isn't confident he can get it up to the high standard he prefers... Still, that's part of the fun, isn't it! Trying to juggle work, personal life, and everything else... Yes... Fun...

Some of the planning involves story beats, such as the "Anti-Daxxers" (Thanks Ethan) and the various stages of Communism that have infected the population. Other parts involve behaviours, pathfinding ideas, and other such code-based things. It's been quite fun thinking of game balancing as a literal on-paper exercise.

>> Development Progress

This week, we're going to talk about pathfinding and what JimBob is having to consider while coding it! Why? Because it's a nice easy thing to get back in to having done other things the past few weeks, and JimBob is obligated to work on it for various reasons. Big deadline, externally imposed because something else needs to be done ASAP.

Ever wondered how NPC's find their way around a game world? Well, there are a few ways of doing it, but essentially it boils down to finding the shortest/most viable route from one point to another. There are a few different ways of doing this, and - whilst we could be here all day talking about navigation, pathfinding, and so forth - we can summarise the pathfinding methods that JimBob is using as follows:
- Using a "Navigation Mesh", which is like a special shape which defines which parts of the world can be walked through, to define which areas are - in general - traversable.
- Using "Nodes" to define key points in a route where - if an NPC is going within its region - the NPC should first attempt to walk

This is one of the few areas where JimBob isn't looking to invent the wheel, using existing systems as a basis for Daxx Baxter but then building on these systems to make them fit for purpose. One of the fun things about these systems is that, were we just to use Navigation Meshes, we'd end up with peculiar situations where characters hug door frames or walls because it's technically quicker, or characters would walk diagonally across corridors in a way which isn't natural in a real-world setting. This is why we top up this system with nodes! This allows NPC's to position themselves correctly within a location for that more natural feel (e.g. Keeping left in the corridor, not squeezing too tight to a door frame unless two people are trying to get through).

This is basically part of what JimBob has been doing, to give you an idea. For the most part, the foundations are fine, but there's work to be done. A lot. There are a lot of layers to pathfinding, but the approach towards pathfinding is generally this:
- Can you find a path in this scenario?
- Is the path efficient?
- Can the path be calculated efficiently?
- Does the path look natural, or would nodes need adding?
- Are there any circumstances where the path could be broken and confuse the "AI"?
- Where multiple "AI" are active, do they have a sufficient escape clause or queuing system to ensure bottlenecks do not occur? (JimBob likes nodes for this - Only allow one "AI" within a specified node region at a time, and force other "AI" to queue if they're all going the same way. If they're going opposite directions and it's feasible, have two directional nodes: One out, one in)
- Does the pathfinding interfere with any other general functions? E.G. Combat, Live Asset Library/Prefab management (Yes, this is a thing pathfinding can impact if mishandled or otherwise done poorly), other non-pathfinding AI?
- Have you remembered to turn the pathfinding off at the end? (This is an important step even though it seems obvious!)
- Can pathing calculations be cut down to save performance as more and more pathfinding objects exist in the worldspace?

This is basically JimBobs world. It's fun!

State of Good Value Gaming
--------------------------------

JimBob lives!

09/09/2021

Return Post! Answering the questions you probably don't care about!

"Where have you been?"
JimBob spent a lot of time in August working somewhere else to get some quick cash-money.

"You said your Hiatus was for 3 weeks!"
Yep. Then it turned out to be a bit longer. Plus then JimBob spent some time with the little one because it was the last chance before term began. Then JimBob had to do a redo of his actual home.

"So you've done nothing on Daxx Baxter the last few weeks?"
Oh we have, but no code or modelling - Design and prep mostly.

"...such as?"
Well, you can read next weeks WEDNESDAY UPDATE WHICH IS RETURNING WOO!

"Anything else?"
Yeah. Turns out my work book, which I'd 'lost', had been hidden and then forgotten about by someone other than JimBob. The story is cute, if you know it. But you probably won't.

"So, back to work then?"
Yes and no, JimBob has the rest of this week 'off' for personal reasons he won't disclose. He's going to fiddle with something during this period as a 'for fun' thing that otherwise wouldn't qualify for normal work stuff. If it works, it works. If it doesn't, no core time lost.

On that note, see you next week!

09/08/2021

Public Notice of Hiatus:

Going on a posting break for the next 3 weeks, due to other work. JimBob will still be working on the game, but unfortunately JimBob will also be working on site the next few Wednesdays.

28/07/2021

Wednesday Update #36

General
---------

The weather has cooled a little bit, and there is some relief in the air! Unfortunately, JimBob cannot enjoy this with anyone as - due to COVID in the workplace - self-isolation is the order of the day for most people.

Although, the thunderstorm the other day was DOOOOOOPE. Windows shaking, long rolling rumbles, all the cool stuff.

Also double Daxxinated. Woo!

Daxx Baxter: Come Get Your Daxxination
---------------------------------------------

>> General News

One thing JimBob struggles with is direction. The notebook did a good job, as it was structured, but no notebook as we enter new territory which needs planning? Ugh.

>> Development Progress

Between jabs, a minor ailment, summer holiday plans, peoples isolations, and a lack of proper planning, JimBob has had to juggle and shuffle time to get stuff done properly. Fortunately, some stuff has indeed been done.

Random, procedural terrains for a start! Handy for those "Open world, random sandbox"-esque scenarios for "replayability" or some jazz...
..actually it's so you can get a quick "Base terrain" for a level/region without having to mould it from scratch. Select a few features you do/don't want and BOOM you have a basic ground layer done. All you have to do is add buildings!

There's also been a little touching up of the weight painting for the base model, and a few things being ported across from old projects. More on that (hopefully) next week, IF it works out fine.

State of Good Value Gaming
--------------------------------

Very, very tired.

21/07/2021

Wednesday Update #35

General
---------

JimBob isn't leaving the damn house now bar for essentials. It's not just COVID, it's TOO DAMN HOT.

Daxx Baxter: Come Get Your Daxxination
---------------------------------------------

>> General News

Things are going okay, although the heat and stuff going on isn't helping with focus! But we're moving back to more in-depth code now!

>> Development Progress

So the base model is rigged and mostly done! A few shape keys to sort, and the weight painting - whilst tidy - could do with a review later on. Joy!

So what now you ask? Well, it's pathfinding, navigation, and a little more procedural work. The pathfinding is working swimmingly already, and it's working well on random terrains! Next up is enemies spotting the character "within reason" - it'll be a boxy sight check or a ray to the players head/chest. The latter may actually be more cost efficient, if only done within x range of the player, and it means you don't find just your pinky being on show leads you to being spotted.

Feeling ever closer to getting to a product now.

State of Good Value Gaming
--------------------------------

Sweaty and showering twice a day in cold water. Ew.

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Portsmouth

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