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A fair few people have tried the 'Signcrafting' (gun/ability upgrading mechanic) now, and they love the powerful guns they can make - once they "get" how it works.
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It has been a hot minute since my last update, hasn't it?
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Signs of Danger has both online and local co-op.
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Most roguelites let you collect items to make overpowered builds, based on characters with some starting skills.
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Woah, what a weekend.
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Huge news: today my game officially has a name, and a Steam page.
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If you want a tile-based level-editor, there are at least three good options to choose from.
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This game is for PC but odds are that something like 70% of you are reading this on your phone.
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"Blooming hells, has it really been 4 weeks since you heard from your friendly ghost falling sand dev?"
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I went to Melbourne International Games Week for the first time, and boy was it a lot.
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Someone on the internet said this game was ugly, which brought a tiny lil tear to my eye.
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All the terrain in this game is made of individually simulated "atoms" (pixels) - just like the water, acid, flammable gas, etc.
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Some players were having a hard time aiming their guns at enemies.
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For a while our player characters have been looking a bit, well, boring.
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With abilities now being customized by collected perks, it wasn't fun to start over each time you died.
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Okay, look, I know loot boxes get a bad name from the (many) publishers that use lootboxes to encourage microtransactions that milk their players for every last cent.
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Last week's ability experiment was fun, but I had some concerns about it being too confusing.
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I wasn't happy with the current spellcasting system, so I tried something totally different.
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This week's project hasn't quite come together yet, so let's talk about something totally different: rotating images.
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A year ago I added support to the game for loading levels, but since then I didn't actually.. make any levels, ya know?
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We have sounds for reactions between atoms now, so you can hear when the level catches on fire, or when acid corrodes - even though there may be hundreds of atoms reacting!
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Ahh, rollback networking: you're wonderful, and I love you, but you make so many things even harder.
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No, that's not a typo - last week we were effecting sound, but this week we're affecting sound!
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Toot toot!
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Last week I hinted that timing animations was a bit of a pain, but fear not!
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I'm back, and now only slightly sleep deprived!
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Happy holidays!
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Networked multiplayer now works in the playable web demo!
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Last week I quipped that networked multiplayer should work on a dialup network connection.
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As of last week, network multiplayer worked in moment-to-moment gameplay, but still had sharp edges.
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After a week of cleaning up last week's mess, networked multiplayer is starting to get into shape.
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I implemented the most horribly hacked-up version of rollback-based networked multiplayer.
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I rewrote most of the atom movement and made it about 40% faster on my big test level.
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Improving performance of the atom simulation has been like pulling teeth: slow, painful, and not well suited to being featured in short videos paired with a couple hundred explanatory words.
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I carefully made a surgical change that dramatically improved the performance of the entire game.
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I simulated what game performance would be like in a rollback-networked online multiplayer world, and the answer was "Terrible".
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I added a lightning spell so now you have a full(-ish) roster of spells to cast.
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This week I've got some wild news to share: I've secured some funding!
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Some weeks, it's hard to think of what to build next.
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A surprisingly common question I get is "what are you using to send out those emails?".
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Continuing on our spell extravaganza, you can now cast Mine spells.
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If a player summons two elements that merge into another element, but the player didn't see the merging happen... did the merging even happen?
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Continuing from last week's elemental spellcasting, this week I added support for casting Rock spells and Shield spells.
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So far we have had spell casting based on a lookup table, and it worked but felt a little lackluster.
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I've been brainstorming how to make the spell system more customizable, and one of the ideas I had was to explore using gestures to cast spells.
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Being new to game dev while also working solo is great fun.
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Finally, we have explosive barrels!
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Levels now have ladders.
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Facing family flu season in full force, I figured fiddling with flow was fitting.
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A core feature of Broforce is chaotic chain reactions, and this week our untitled wizarding game gains a bit of boom juice too!