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Peter
Game Designer. Have built magic school buses and giant glowing origami sculptures.
Member since

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Adding some motion to the game (fog, camera follows the mouse in various scenes). I was surprised how much more interactive the game felt with just that change.

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Finished a pretty huge overhaul of my Renderer interface (thanks to a bunch of yall, in person and on Discord, for helping me learn some new graphics api territory).
The result of that work is that I have Render Passes in my engine, and can do stuff like this depth of field pass!
It's based on this blog post: https://blog.voxagon.se/2018/05/04/bokeh-depth-of-field-in-single-pass.html

(please ignore the crappy debug ui)

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Playing a tutorial game of euchre (you don't have to follow suit - haven't taught the player that yet).
The game is manually dealing the player a hand they can win at least 2 tricks with.
The tutorial can do things like point at the winning card (soon, should be able to point at any card).
You can see a debug view of the game where I can see the whole table's state.

I'm hoping this is demo-able at the next meetup in Seattle, and it's finally starting to feel close.

And I'm not sure why the wrong player is leading the second hand - found that bug when I was filming this.

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