The observer pattern is everywhere, and with good reason. It makes it easy to let different game objects communicate with one another without coupling your entire application together.| The Shaggy Dev
Signals are Godot’s implementation of the observer pattern, making it easy to subscribe and react to events during gameplay, but what about if you have multiple signals you want to wait for? In this post, I share a small utility class I came up with to help solve that use case.| The Shaggy Dev
Here’s a look at my entry for The 7DRL Challenge, Par for the Corpse. A mashup of golf game and roguelike, I’ll talk about how the levels are generated and some challenges I ran into along the way.| The Shaggy Dev
In this devlog of sorts, we’ll look at how I’m structuring the game engine for my future tactics game using Godot. Topics include level structure, unit structure, and action management.| The Shaggy Dev
A few takeaways from my latest game, Kaiju Klash, which was made in two weeks for the Kaiju Jam.| The Shaggy Dev
Answering a few viewer questions about how I parse, store, and use map data in my tactical roguelite so that units know where and how they can move and attack.| The Shaggy Dev
Post-processing shaders don’t always apply to all UI elements, so here’s a quick and simple fix to make sure they do.| The Shaggy Dev
Here’s a look at how the AI in my tactical roguelite, Unto Deepest Depths, works. We’ll break down the high level design, some algorithm specifics, and look at how I improved the quality of its output while maintaining performance goals.| The Shaggy Dev
Taking screenshots in-engine is very simple in Godot and can open up a wide range of possibilities for your game. This technique has become a go-to of mine to grab exactly what I want.| The Shaggy Dev
I’ve open sourced the post-processing shader from Unto Deepest Depths, so now you too can have a crunchy retro look to your pixel art game!| The Shaggy Dev
Here’s a look at how units are created, managed, and used in my turn-based rogutelite.| The Shaggy Dev
Let’s take a deep dive into my entry for Mech Jam III, the elemental tactics game Elemechs. Artwork, system design, architecture, and sound will all be covered.| The Shaggy Dev
Transparent menus on things like OptionButtons are not exactly as straightforward as you would expect, so here’s a look at how I fixed it for Unto Deepest Depths.| The Shaggy Dev
Here's a brief answer to a viewer question concerning unit selection and movement in Unto Deepest Depths.| The Shaggy Dev
The demo is now available for Unto Deepest Depths! Battle through the first of five biomes, prepare for the challenging boss that awaits you at the end, and try out different unit types, each with unique movesets!| The Shaggy Dev
Let’s look at how my latest strategy game, Unto Deepest Depths, is designed. I’ll break down the application architecture, how I manage turn order, and show the core code snippets behind the main game loop.| The Shaggy Dev