
Solo Game developer of #Frutiverse a 2D space sim. https://xitter.cf/t.co/Mg5Z10s2Rn
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Joined March 2022
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Another small visual upgrade. Space stations now use my new rendering pipeline based on a JSON definition, and the docking ports are more subtle.
#ScreenshotSaturday #gamedev #indiedev
Improved visuals for the Gauss cannon. Synced the flash more closely with the projectile, added a shooting sound and energy drain effect from #Frutiverse.
#devlog #gamedev #indiedev
I just configured old ThinkCenter M920q as my server. It runs builds and I also can run there long evolution runs unbothered.
And #Frutiverse runs on it also surprisingly well.
#devlog #gamedev #indiedev
Nobody will see that in real life, because the asteroids are spawned far from anybody's eyes in #Frutiverse, but this is what it looks like. I wanted more progressive growth instead of them just popping up out of nowhere.
#devlog #gamedev #indiedev
I continued with experiments. I wanted to create a network that would primarily coast and use only short bursts of boost to correct direction, and in the worst case use normal thrust. This seemed too complex goal for SAN, especially designing a scoring function that would provide correct guidance for evolution.
In the last attempt I let the ship use only boost. It is able to fly through, but it is far from optimal.
For this kind of behavior I should stick to the flow field.
#devlog #gamedev #neuralnetworks
It is evolving, just backwards.
I am trying to let ship fly through debris field, but for some reason it just flies backwards.
It does not make any sense, because flying backwards is slower, and the ship is rewarded for speed, and all other points are the same regardless of the ship's rotation.
I guess for this kind of steering I should stick to flow filed.
#devlog #gamedev #neuralnetworks
This is starting to look really nice.I just changed the success criteria for splitting asteroids. Goal is that all new fragments are less than 50% of the size of the original.
Pilot is now encouraged to slice through them and even produce multiple smaller ones, rather than just perfectly splitting it into equal halves.
#devlog #gamedev #indiedev
I finished some experiments. Using bias as one input really improved learning duration and made fire control more precise, which kinda makes sense because the rest of the network controls ship propulsion.
Distance from the debris surface is not really required, but without it the approach is somewhat choppy.
I was able to cut down hidden nodes, network is therefore 8-3-4. I am happy with that, so it is time to move on to another behavior.
#devlog #gamedev #neuralnetworks
Last week was quite busy with work that wasn’t exactly productive, though I really enjoyed it. It was all about my experiments with neural networks.
#gaming_news #indiegame #gamedev
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