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Building an Objective System for Our FPS (FPS Series Part 11)
Creating a Melee Weapon for Our FPS (FPS Series Part 10)
Building the HUD & Dynamic Crosshair (FPS Series Part 9)
Adding Muzzle Flash & Actual Impact VFX to our Gun (FPS Series Part 8)
Adding Health, Damage & Death (FPS Series Part 7)
Creating an AI Enemy for our FPS (FPS Series Part 6)
Adding Interaction System to Pick Up Weapons (FPS Series Part 5)
Adding Recoil and Impact to the Weapon (FPS Series Part 4)
Your First Gun – Implementing Hitscan Weapons (FPS Series Part 3)
Designing a Data-Driven Weapon System (FPS Series Part 2)
Building the First-Person Player Controller (FPS Series Part 1)
Building an FPS from Scratch in Godot (FPS Series)
Make Platformer Jump Feel Satisfying using Coyote Timer
[Thoughts] How I Use AI to Speed Up Game Creation
Making a Stylized Sky Shader with Volumetric Clouds
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