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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

In my previous post, I mentioned that I would be write a series of articles on Cocos Cyberpunk. 2、LightFX The lightmaps generated by the Lightmap Baking System will be automatically stored in this folder, and there is no need to manually modify the contents inside it. Hey everyone, Kylin here! as its component.

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A day in the life of a narrative designer

Game Global

You should concentrate on building up your writing portfolio and getting regular game writing work. They’re related, but the difference is this: A game writer’s primary responsibility is to promote the story that the game tells through the scripts they write. Creative writing. Technical writing.

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How Cookie Run Bakes its Monster Revenue

Deconstructor of Fun

This post is written by the fantastic Game Bakery substack team of Chase, Zixuan, Haiyin, Caitou, Fish, Amy, Chow, Jing, Wanzi and edited by Caitou, Rob. As the builder of the kingdom, players have the god like power to write the story for their cookies as a part of designing and changing the layout of the the space.

Baking 52
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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

Improved Inspector sub-resource editing. It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality. was still far away, so we tasked Joan Fons ( jfons ), as part of the GSoC program, to write a new CPU lightmapper for Godot 3.x. Improved Inspector sub-resource editing.

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Fill in the blank in the class reference

Mircosoft Game Dev

Basically the workflow is to fork and clone Godot's source repository, edit the doc/base/classes.xml file and make a pull request for your changes. light baking, networking, plugins, pathfinding, etc.). We are also thinking about writing tutorials attached to each of them for you to learn how they work. How to help?

Demo 52
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Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. As always, many improvements and fixes to shader editing have been backported from 4.0 The whole API is now a lot more flexible than it used to be. Big improvements to VCS UI ( GH-53900 ).

Shaders 53
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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

As Shelly's last task this sprint, she leant her video-editing skills towards adding some gorgeous effects to the final slides of the gameplay teaser Producer Allie created. He also addressed some last-minute, temporary needs - like writing the content for our PlayNYC build's tutorial widgets.

Dev 52