Become a pirate captain in Red Rogue Sea that combines FTL and deckbuilding with a demo out now https://www.gamingonlinux.com/2025/04/become-a-pirate-captain-in-red-rogue-sea-that-combines-ftl-and-deckbuilding-with-a-demo-out-now/

Become a pirate captain in Red Rogue Sea that combines FTL and deckbuilding with a demo out now https://www.gamingonlinux.com/2025/04/become-a-pirate-captain-in-red-rogue-sea-that-combines-ftl-and-deckbuilding-with-a-demo-out-now/
Hey I'm still looking for work.
I've applied to a lot of places in my area and I'm getting nothing.
I'm a programmer at heart, but I've also been looking for regular entry-level jobs because there haven't been any coding positions open at my level as far as I could tell.
If you can offer me a job, it might save my butt. And if you can't offer me a job, could you at least share this post?
I live 30 minutes away from Bellevue if that helps.
I know Kung Fu
And when I say Kung Fu I mean making a basic Behaviour Tree in Godot 4. This past week I have been quite busy wrapping my head around it, as I struggled quite a bit understanding how to organise and separate the different bits of enemy logic in the project.
I made a simple AI (of the good variety) that consist of the different behaviours:
- Wander inside an area
- Detect Targets
- Chase
- Attack
- Flee
- Center the move area
Build a train to expand your deck and fight off bandits in the demo for Fogpiercer https://www.gamingonlinux.com/2025/04/build-a-train-to-expand-your-deck-and-fight-off-bandits-in-the-demo-for-fogpiercer/
Some sketches I made on my Nomad for the hammer game. Some of them are ideas for enemies and boss battles, the monkey is a draft of the player character.
Earthquakes, cockroaches and broken bones didn't stop the Hungry Horrors demo releasing https://www.gamingonlinux.com/2025/04/earthquakes-cockroaches-and-broken-bones-didnt-stop-the-hungry-horrors-demo-releasing/
Oddventure blends Alice in Wonderland and EarthBound now in Early Access https://www.gamingonlinux.com/2025/04/oddventure-blends-alice-in-wonderland-and-earthbound-now-in-early-access/
New update: I have programmed some objects that have physics and can interact with the player attacks .
You can even aim an object towards another one, or an enemy (for now, I call enemy to the green sphere ) before hitting it with the hammer to make it fly towards it and cause some damage.
Cassette Beasts is getting a new companion character and story quest https://www.gamingonlinux.com/2025/03/cassette-beasts-is-getting-a-new-companion-character-and-story-quest/
I finished working on the "aim assist" feature of the game. I recorded a short video using the keyboard to play so that you can see it in action, in the worst case scenario, when only moving in 8 directions.
As long as players are loosely looking at a target, the attack will aim automatically and land even while dolphin diving!
Loading #Godot 4 shaders as custom effects is now possible. In the future (maybe v1.2? ), we plan to create a custom effect graph which will let users create effects directly within Pixelorama itself.
The shader in the video is from https://godotshaders.com/shader/protean-clouds/
Alright, since the last update a couple of things have happened:
First, I added some hit boxes to the player character. Then I wrote a system that checks for collisions when using attacks. Lastly, I have been working on some "enemies" and some feedback effects to check whether hitting stuff with the hammer feels fun and rewarding.
It looks quite promising so far, but I have noticed that aiming at enemies can be tricky at times, so I am going to focus on fixing that next.
Si vous aimez le jeu vidéo et les logiciels libres, il se déroule les 5 et 6 avril prochain à Rennes le Grafik Labor : https://grafiklabor.cc/event/2025/schedule
I updated the character controller to use a state machine as well, and I cleaned up the animation tree a little bit following advice from the replies.
Using the state machine for this controller has eased A LOT the development process. Less bugs, easier to scale and maintain. I can't wait to keep adding new stuff!
So far, since the last update, I added:
- Aerial attacks
- Hammer Throws
- Dolphin dives
- Momentum to certain player moves
Dawnfolk is a must-play if you like chilled unique city-builders https://www.gamingonlinux.com/2025/03/dawnfolk-is-a-must-play-if-you-like-chilled-unique-city-builders/
My game Robot anomaly is on playtest mode in Steam!
Use the Request Access button and try it for free!
This is my first time using the 'AnimationTree' node, and let me tell you, it was a mess as each new animation complicated my state machine more and more. Hopefully once every mechanic is implemented I will find a way to clean it up, as I am sure I won't be able to maintain this the moment I start working on some other part of the project.
Any suggestions or learning resources is welcome
For the last couple of days I have been working on this. A prototype for a 3D platformer/ adventure game where players take control of a fella with a humongous hammer.
I am still working on the basic controls for the player character, but I already like how it is shaping. Hopefully next week I will have them all ready to start creating some enemy/environment interactions.
Wouldn't it be nice if #godot had one single Container node with properties like margin (top, bottom, left, right), orientation (vertical, horizontal), center (boolean), etc., instead of having so many container nodes?