Steve Streeting

Steve Streeting

@sinbad3d.bsky.social

Greybeard. Working on MinerMancers, a game about silly wizards going mining together. Made engines (Ogre3D), devtools (Sourcetree, Git LFS), now games, Unreal Engine tools & plugins. Code: https://github.com/sinbad Blog: https://www.stevestreeting.com

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MinerMancers is live on Steam! store.steampowered.com/app/3223050/... It's a game about silly wizards going mining together. Delve alone or with friends to satisfy your employer's demand for magical resources. This is a labour of love by my wife & I; there's a ways to go, but we're doing it 😄

store.steampowered.comMinerMancers on SteamMinerMancers is a co-op action game about under-appreciated wizards going mining together. You and up to 3 friends will cast spells, mine resources, fight monsters, and above all get back alive so you...

Switched to an AGX tonemapper for MinerMancers, and I really like how it retains the vibrancy of the colours much better than ACES did, especially when bright. It’s much closer to how HDR looked before, to the extent that I’ll probably drop the HDR path now since it was fiddly anyway

Minermancers spell work this week: physics objects and AOEs! Here’s a bouncing explosive barrel spell that’s fun to play with Getting client prediction and smooth replication working on physics objects was fiddly but it works now.

Here’s the debug display of the spray on the server; expanding damage probes which automatically fill the space given cone angle / velocity settings. Much better than a fixed cone overlap test which wouldn’t track spray motion properly. It also clips against geometry so it doesn’t go through walls

Mission levels are still 100% dynamic of course because almost everything is mutable. But faking more complex lighting through exaggerated subsurface, numerous small fill lights etc is still my preferred route right now. Cheapo!

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I do have a console variable I can set now to enable damage numbers everywhere. That way we can try it out occasionally to see how we feel about it. But my gut says it’ll just be distracting

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There we go, I can now enable damage numbers on any character if I want, I even integrated it via the gameplay cue system so it's all replicated nicely. Still don't think I want them on all the time, but they are quite nice (they're coloured according to damage type now too).

Spending all day in this view making very careful changes so I don't break any of the multiplayer replication & prediction systems, as I chop up the spell system and re-assemble it. All appears to be working again now but 😖I hate multiplayer code

You thought bureaucracy was bad? Enter "vibe working" in Office 365! Try getting any sense at all out of the corporate world now everyone's had their brains cooked by delegating 90% of cognitive functions to a statistically biased bingo machine

I use honey instead of sugar in my bread these days, and having to rescue the last remnants of solidifying honey from the bottom of the bottle with heat and water has made my routinely eyeballed measurements even vaguer than usual.

Got my electric cargo bike properly serviced today. I guess I should probably learn how to do what they did myself - I can do simple things but it's more complex than my old push bike used to be (e.g. actual brake fluid!) and I haven't really found the time