PODCAST
Godot Gubbins
In which the author tinkers with writing stuff in the Godot game engine
Episodes
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We have Rocket League at home! Rocket League at home:
I made the mistake of investing time into adding networked rigidbody support to my WIP multiplayer minigame royale prototype G'noblin G'name, so of course the first idea I had for a rigidbody-focused m...
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Goblin Tower v1 full playthrough (spoilers!)
I did a complete run of my game Goblin Tower - a tech demo turned challenging first-person platformer - to verify that the game could actually be completed, and that everything works as expected. So,...
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Ascending a tower as a goblin
This is a run-through of my WIP prototype of a first-person platformer, called "Goblin Tower". I'm currently still working on it, so there's more climb to come. Try it for yourself at: https://uttergubbins.itch.io/goblin-tower
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AFK Shift gameplay trailer
This is the gameplay trailer for my game AFK Shift (which you can wishlist on Steam!). The game is a take on the Surveillance Horror genre exemplified by [I'm On Observation Duty](https://n...
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So my guys do parkour now
I added parkour abilities to my 3D platformer prototype, and some time later discovered that the other characters were being treated as if they were walls by the parkour logic. So rather than fix this as a bug, I took it to its logical conclusion...
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AFK Shift gameplay (WIP)
A short clip of some gameplay from my latest game project, AFK Shift, a take on the Surveillance Horror game genre exemplified by I'm On Observation Duty, where you are watching for anoma...
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Procedural feet for sphere folks
Following on from my Pikuniku feet prototype, I've recently picked up the procedural feet again, and taken them in a bit of a more sensible direction! The way this works is that the feet are dis...
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Newtonian arcade space game prototype
What's this, another new game prototype? Who could have imagined! This is me experimenting with control schemes for an arcade space game that uses Newtonian movement physics. I'd already started on this some time ago, and had a 2D prototype ...
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Pikuniku-style feet for a 3D avatar!
I absolutely adored the legs in Pikuniku, so when it came time to add feet to a third-person game prototype, I decided to implement a similar system for the foot placement. The feet are disconnected fro...
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Jolt pinball physics in Godot
Motivation on my holodeck project has been wearing thin, so I took a detour to experiment with pinball physics. The bumpers and slingshots use only physical motion to propel the ball away - no mag...
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Multiplayer holodeck part 2
I've been making some progress on my multiplayer holodeck. There's still no real game in there yet, but you can get out and about on the farm now!
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I made a multiplayer holodeck!
I wanted to experiment with Godot's built-in networking functionality, so made a virtual room for little Godots to run around in.
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Bag of Looting gameplay
Bag of Looting is an inventory-tetris autobattler! As a complement to the trailer, this is some straight footage from the start of a game. Download for free at https://romlok.itch.io/bagoflooti...
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Bag of Looting release trailer
Bag of Looting is an inventory-tetris autobattler! Download for free at https://romlok.itch.io/bagoflooting Linux, MacOS, Windows I spent the summer hacking away at this idea, and it's finally in a state I'm willing to call "complete". Enjoy!
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Bag of Holding alpha 4 gameplay
Since the previous video was of a pre-alpha state, I thought I should post some footage from the alpha 4 release....
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Bag of Holding pre-alpha gameplay
Some footage of pre-alpha gameplay from my inventory-tetris autobattler game project, as seen previously in this video: https://spectra.video/w/fXJDR56pnhjRQLp9jZGaSa. I intend to put out a playable alpha-1 soon, and don't expect the gameplay t...
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Inventory-tetris autobattler prototype
An early prototype of a game where the player takes the role of an enchanted bag. The "hero" carrying the bag explores and fights automatically, while the player has to organise and pack whatever loot the hero stashes. Ultimately, the idea is ...
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Procedural planet prototype 4 - To the moon!
The culmination of my experimentation with planet generation was this, a little 1/1000th scale procedural Earth/Moon twin solar system. I've also published a [full write-up of the project](https://ambimist.com/doings/procedural-planets-in-godot...
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Procedural planet prototype 3 - Playing with water
The procedural planet generation journey continues. The main advancement from the previous iteration was that of my first foray into messing around with shaders, trying to get the water to look more watery. Messing about with the water shader ...
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Procedural planet prototype 2 - Biomes
Continuing the procedural planet generation journey. Now featuring multiple surface types, a sea, and no visible seams in the transition between levels of detail! I've also published a [full write-up of the project](https://ambimist.com/doings...
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Procedural planet prototype 1 - Real-time LOD
An early stage prototype of procedural planetary terrain generation, with real-time dynamic level of detail. I've also published a full write-up of the project.
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ABOUT THIS SHOW
In which the author tinkers with writing stuff in the Godot game engine
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