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Antriel's Forest game development and other rambling Menu * Fantasy Sphere RPG Devlogs * My Games * Contact FANTASY SPHERE 2023 STATUS REPORT Getting Smaller December 29, 2023 RPG Development Reports Oh wow, did another year already went by? Things did happen this time around though, finally, so let’s talk about that. I promise to keep it short. In the 2022 report I rambled about multiplayer experience as the next big thing in the Fantasy Sphere universe. That’s still planned, but was overtaken by something smaller and (hopefully) faster. One of the best ways to get out of a rut and moving is to just start. FANTASY SPHERE 2022 STATUS REPORT Overgrown Ruins December 22, 2022 RPG Development Reports Oh no, nothing happened since last update that also said nothing happened. I just want to let you know I’m still here. To not make it the same empty email, as I made last year, let’s talk about what I have been doing this past year. Freelancing. I have been freelancing. To gather funds for Fantasy Sphere. And to buy food. Less important, but that too. And whenever I had time, I was working on my own multiplayer games framework. NEXTREALM BUBBLES FUN DEBUGGING Little Bug That Almost Went Unnoticed September 19, 2022 Next Realm Prologue Recently, I’ve been working on the tech behind my Next Realm multiplayer games portal. Part of that was replacing ECS library I use from Kevin’s Experimental ECS written in Haxe, to the new popular kid on the block – bitECS. Of course, bitECS being JS and based around using Typed Arrays instead of objects, the usage is quite different. So obviously I’ve had to wrap it around using Haxe’s macros, to achieve similar syntax to what I’ve had before. FANTASY SPHERE 2021 STATUS REPORT Pondering The Orb December 17, 2021 RPG Development Reports 19 months have passed since the last devlog. Time sure does fly. I’m here to dust off the old websites and mailing lists, and see if it all still works. So, *clears throat*, hi there. Welcome to the exciting new post about what happened (nothing really), what was I doing (a lot!), and what’s gonna happen in the near future (more of the same), and in the far future (exciting stuff). FANTASY SPHERE RPG DEVLOG 8 Name, Logo, Website May 18, 2020 RPG Development Reports Since the last devlog there was 0 commits between 2020/04/06 and 2020/05/16, totaling 102 commits. I have worked 40 hours during this period, bringing the total to 331 hours. Untitled no more! This has been a productive month, despite not really working on the game itself. As I mentioned in the previous devlog, I focused on marketing. I have also recruited two friends to help me out (well, technically I’ve been talking their ears off since I started last year). FANTASY SPHERE RPG DEVLOG 7 Debug Draw, Combat Loop, Planning The Future May 04, 2020 RPG Development Reports Since the last devlog there were 13 commits between 2019/04/09 and 2020/04/04, totaling 102 commits. I have worked 81 hours during this period, bringing the total to 291 hours. Wow. Devlog for a year of work. Yes. So what happened? Mostly I was busy with other unrelated gamedev stuff. But it is cool stuff, that I will probably implement in this RPG too. I practically didn’t touch the RPG since June 2019 until March 2020. FANTASY SPHERE RPG DEVLOG 6 Turning Spritesheets Into Atlas April 10, 2020 RPG Development Reports Since the last devlog there were 33 commits between 2019/03/19 and 2019/04/09, totaling 89 commits. I have worked 68 hours during this period, bringing the total to 210 hours. As I started adding more things to my test map, I decided to first improve the workflow and prepare for future development. Tiled supports external tilesets – standalone data files that can be re-used between different tilemaps. Phaser currently doesn’t support them though, and in general there’s no reason to include all of tilemap data in the game. FANTASY SPHERE RPG DEVLOG 5 Pathfinding, Navigation Mesh March 30, 2020 RPG Development Reports Since the last devlog there were 5 commits between 2019/03/08 and 2019/03/13, totaling 56 commits. I have worked 20 hours during this period, bringing the total to 142 hours. Yes, this devlog is released over a year late. Playing fetch is fun, but lack of pathfinding turns minor obstacles into insurmountable ones. So I went down the rabbit hole studying how to implement one. Tiled based games (which this is) often use a simple A* algorithm to search through the tiles. FANTASY SPHERE RPG DEVLOG 4 Foray Into Shaders, AI Debugging June 13, 2019 RPG Development Reports Since the last devlog there were 17 commits between 2019/02/26 and 2019/03/06, totaling 51 commits. I have worked 39 hours during this period, bringing the total to 122 hours. Shaders This time I took a bit of a rest and did something I was itching to try for weeks: shaders. They are programs that handle the actual process of putting pixels on our screens. Most 2D engines abstract them away and there’s mostly no reason to touch the actual shaders. FANTASY SPHERE RPG DEVLOG 3 Multiple Behavior Tree Iterations – Practical Example April 15, 2019 RPG Development Reports Since the last devlog there were 13 commits between 2019/02/16 and 2019/02/22, totaling 34 commits. I have worked 35 hours during this period, bringing the total to 83 hours. This one is entirely about messing with AI, iterating and refactoring the approach. Initial Approach It started with basic xml Behavior Tree from the last devlog. First thing I did though, was updating Haxe to version 4 Release Candidate, in preparation to using inlined markup. 1/3 » LINKS Twitter GitHub Fantasy Sphere Next Realm SUBSCRIBE TO FANTASY SPHERE RPG DEVELOPMENT NEWSLETTER Email address I consent to receiving your devlog newsletter and related news via email. Subscribe Powered by EmailOctopus. Protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. RECENT POSTS * Fantasy Sphere 2023 Status Report * Fantasy Sphere 2022 Status Report * NextRealm Bubbles Fun Debugging * Fantasy Sphere 2021 Status Report * Fantasy Sphere RPG Devlog 8 CATEGORIES * Multiplayer Platformer * Next Realm * Rambling * RPG Development Reports TAGS AI Debugging devlog ECS gamedev haxe interpolation linux minRPG Multiplayer Next Realm pathfinding phaserJS physics rambling rpg shader synchronization tools tutorial virtual machine web websocket © 2010 – 2023 Peter Achberger. Generated with Hugo and Mainroad theme.