Did a lot over the weekend! It’s no longer necessary to specify worldstate update functions New blackboard access function hooks Added automatic loading+running of worldstate update functions Updated logging functions to be more descriptive World state access functions Turned goal selection logic into lua Explored using coroutines in goap - prob not worth the hassle right now. Cleared out some todos Added blackboard initialization functions that can be customized by entity type Added overloaded lua debug function Started work on coroutine tutorial system Tutorials can be added by means of a simple lua script Implemented waitForKeyPress() function Implemented wait(seconds) function …
[ READ ]Byteden Games

Into the Planet's Flesh
Hatch parasites and infest the earth in this incremental game.
Add to your wishlistSept 20 2024
- Added current state caching for correct detection of changes
- Made postcondition setting automatic
- Fixed some bugs
- Fixed deltatime value bug
- Fixed worldstate caching bug
- Question to self: How to implement default fallback actions in goap? -> Using a default goal always set to true every loop using condition lamndas would probably do the trick
Sept 19 2024
- Learned about coroutines in lua (plan to use them to make wait() functions for timers, specific game events, keypresses etc.)
- Still working on linking lua nodes + goal-oriented action planning
- Here is an example of GOAP in use I found. (https://www.reddit.com/r/godot/comments/xgrk0g/goap_goaloriented_action_planning_is_absolutely/) It’s pretty interesting and can give some insights.
- Here is another https://www.reddit.com/r/bevy/comments/1eqdyn0/my_very_first_rust_crate_goap_goaloriented_action/
Sep 16 2024 Dev
- Unit tests for event system that can be tapped in from lua scripts (subscribe to c++ event, publish c++ event, define new event types in lua, publish/subscribe to custom lua events)
Somethin from Game Engine Architecture:

Sept 12 2024
Working on configurable goap system with lua + json for use in future projects.
Aug 02 2024
So I recently did a bunch of stuff, in addition to a game jam. I’ll upload what I made soon. In the meantime, I got my particle system working both on web (ES 2.0) and the pc (opengl 4.3).
Jul 10 2024
- Started work on general tweening system.
- Work on animation of imgui windows.
June 29 2024
- Started work on tutorial/dialogue system that uses lua, for extensibility.
- Completed correct color rendering for various tilesets loaded in with LDTK.
Jun 26 2024
Recently completed a game jam!
Here’s the game: https://tommyv2.itch.io/autorock-roulette
Some recent progress on my personal projects:
- LDTK tileset rule loading for better looking walls and environments
May 08 2024
- Added animated transitions for when there are multiple entites on a map.

Apr 28 2024
- Frustrated with the limited time I have (I translate multiple webnovel titles daily from Korean to English on a daily basis) to program, I took it upon myself today (Sunday) to complete a game in a day. Well, I failed to do that, mostly because I made the scope a bit too big and I got hung over some UI tweaking (making context menus disappear after mouse moves out of it in IMGUI is hard).
- I’ve got some basic UI together.
- Notable new things I’ve done include using font awesome icons, image rendering within the IMGUI context with animations, playing some sound effects and using some new gui elements I haven’t tried before such as the collapsing header.
- I worked a total of maybe 4-5 hours on this, but that wasn’t enough for me to get a basic game loop going, unfortunately. Perhaps I’ll return to this particular project in the future.
- At least I know to keep the games I want to make in short burts even shorter than I think is proper.

Apr 26 2024
- Added a log window where the majority of the colony’s story will be visible.

Apr 25 2024
- Added game over condition.

Apr 24 2024
- Farm plot designation by mouse drag.
- These need to be actually built by the colonists (TBC)

Apr 23 2024
- Added mouse drag events to be used later for placing objects and buildings, among other things
- An input mode to indicate what is being input through the mouse drag