As I'm working hard on the next Blêktre expansion, I had a sad surprise yesterday morning. Scaleway — Blêktre’s server host — had a hard drive failure, and I had to move the game to a new machine. This wasn’t too worrying since I have daily backups (a similar incident happened three months ago), and this time, nothing was lost except a day of work—and a bit of faith. I’ve switched to an OVH server since hardware failures seem frequent with Scaleway. We’ll see if this other low-cost provider does better. At least now Blêktre have more RAM and bandwidth! Unfortunately, I wasn’t as careful with the blog, so I’ve lost all my posts, which is a real bummer. From now on, I’ll simply write my devlog on Blogger. It's not flashy or indie, but it’s safer—and I just don’t have the mental space to worry about those details anymore. So, here we go again. I can’t wait to share more about the upcoming Blêktre expansion. I probably should have released Blêktre 2081 in early access, but what’s ...
The first Blêktre Blêktre 2081 is the second game in the Blêktre series. The first Blêktre (which I call Blêktre 1) was developed in 2015, initially during my working hours as a web developer in a t-shirt printing company, but it quickly spilled over into my free time. It was my very first game, developed in PHP and illustrated in Flash, with code that was really quite shaky. Under a vaguely “visual novel” appearance clearly inspired by “choose your own adventure” books, it was actually an adventure game whose particularity was that it was asynchronous multiplayer — other players would soon take on the roles of the various characters in the story through a “roles” system. You played as a huge loser , a drug addict who quickly became unemployed, and your biggest goal was to seduce Josiane, a capricious woman courted by all the players since everyone was in the same instance, putting everyone in direct competition. For a free, ugly, poorly coded game available only in French, its s...
I learned C++ to make a Godot extension that can deal with 2200+ agents in a pathfinder. Shared flowfield + spatial grid based steering, wall repulsion, neighbor avoidance. And a demo track called "wheel of fortune". It will serve a basis for my next prototypes. I have 2 main ideas : a tower defense as a small project, and a supermarket management game that could include those tower defense elements. Think "they are billions" but the crowd won't be necessarly an enemy, more of a resource to drain.
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