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Stat Modificiation

Technical Combat

Stat modification occurs when a buff or debuff is applied to a target, and an array of stats is changes either additively (positive or negative) or multiplicatively (with values greater than or less than 1). apply_buffThis function applies the stat modificati...

Log Messages

Technical Combat

All combat events are logged, to ensure that combat encounters can be analyzed. No in-game analysis exists currently, but is planned to be implemented at some point. It is not actively being developed at the moment, however. In the future, it is intended that...

Forge: Forgejo (Git hosting, actions, etc)

Service Overview

shinyspace runs a Forgejo instance. This is so we can easily work together with people who are used to e.g. GitHub workflows. Forgejo has a dedicated VM: forgejo1 Forgejo now runs in a rootless podman container on brix4, making many things easier - no hard ra...

Automatic Building of Godot Server + Client

Gamedev Infrastructure

todo  

Actionbars

Technical UI

Actionbars are grid containers that contain buttons. Spells can be assigned to the buttons, which allows clicking or using the appropriate hotkey to trigger the spell. LayoutBy default, there are two actionbars with 12 slots each. The number of columns is s...

Boss 1

the Fall of the House of Usher

SettingThe players walk along a tarn towards the mansion of the lord of Usher. A void creature emerges from this tarn. The connection to the void is not full established, and so the fight is mostly about controlling adds that spawn. The goal is to not allow th...

Void Girl - Agatha

Class Design

ZipZap! Void and back again! What did I miss? Wow, I didn't know THAT would burn so well. ... and then I said, I'm just not that in to you - do you get it? IN TO YOU? Like the voices in my head? - I think we're hilarious here! I am one with the...

Initial Setup

Dedicated Server architecture

Basic initial setup for a godot 3d game in godot 4.3 is as follows. Set up a basic 3D scene (no multiplayer yet) Player: We add a main scene in which everything will be happening. Create a new scene "player", change root node to CharacterBody3D to start ma...

Spawning things

Dedicated Server architecture

Player basics in godot, we usually need to define what things are synchronized between server and client. for spawning, this is done with MultiplayerSpawner nodes. In our main scene, add a node3d called "players". this is so we keep things organized - every...

Overview

the Fall of the House of Usher

Bosses There should be 8-10 bosses per map, that are thematically relevant to the storyline. They should have different damage and healing profile requirements to incentivize players to change classes boss by boss, but changing should not be mandatory in norm...

Links

Radathon 20241005

Fall of the House of Usher - Overview Class Design Technical Documentation

Tasks

Radathon 20241005

The following tasks would be reasonable to tackle:   Lore Rough concept for class designs of non-Agatha characters More detailed concept for Agatha Adaptation of the short story to the playable map   Maps Hub map layout Pipeline from Blender...

The Fall of the House of Usher

Maps

Original Story The narrator approaches the gloomy house of usher on horseback. The sight fills him with dread, even more so when he sees its reflection in the tarn by the house. The narrator was summoned by the lord of the house and boyhood friend, Roderick U...

Basic Concepts - Authority and RPC

Technical Multiplayer

By default, everything in RadGame has the Server as authority. The only (so far) Exception is the player_input script that is part of each player character - the client that's controlling the character has the multiplayer authority over his input script. Move...

Spell Queue

Technical Spells

In order to make spell casting smoother, and not have short gaps between spells when the next is not triggered frame-perfectly, a spell queuing system exists. This system allows spells to be queued towards the end of a currently active cast, or a currently act...

First Playable Alpha

Milestones

The first playable alpha should consist of a functioning hub map, the first playable map (The Fall of the House of Usher), and at least one class per role that can be played. A more detailed list of features is as follows: A list of required features(cheese...

Setup

Service Overview meet.shiny.space - Jitsi

Jitsi can be ran in docker/podman containers. currently it runs on brix4, with an external STUN/TURN server at vps.shiny.space for clients with NAT issues or strict firewalls. The basic setup is described in the docs: https://jitsi.github.io/handbook/docs/dev...

Jitsi compose.yml

Service Overview meet.shiny.space - Jitsi

version: '3.5' services: # Frontend web: image: jitsi/web:${JITSI_IMAGE_VERSION:-stable-9753} restart: ${RESTART_POLICY:-unless-stopped} ports: - '${HTTP_PORT}:80' - '${HTTPS_PORT}:443' ...

nginx reverse proxy configuration

Service Overview meet.shiny.space - Jitsi

/etc/nginx/sites-available/meet.shiny.space (why debian?? we don't need sites-available for nginx... switch to alpine sometime) server { listen 443 ssl; server_name meet.shiny.space; client_max_body_size 500M; location /.well-known { root /var/w...

Config - ENV and interface customization

Service Overview meet.shiny.space - Jitsi

Most important is the ENV file - here's the currently set variables. if jitsi sees some usage, we'll add the optional services too. # config location changed to keep everything in one directory CONFIG=~/jitsi/.jitsi-meet-cfg # Exposed HTTP port (will redi...