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Trodden Path

Flakes of my Childhood
The development blog of a multiplayer 2D game about children and bots playing, interacting, and growing up together.


NPCs Snowfighting and Making Decisions
The latest addition is a priority system for NPCs. Each has a queue that determines what it should currently do, which updates as the...
Dan Nirel
Jan 5, 20211 min read
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Snowballs!
Collecting, throwing, and placing snowballs work in multiplayer! Snowballs have five states: "carried", "thrown", "synced rigidbody",...
Dan Nirel
Oct 2, 20201 min read
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Throwing Animations
And pick-up animations are implemented and synced across the network. The implementation uses the 2D inverse-kinematics package, with a...
Dan Nirel
Jul 3, 20201 min read
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Rigidbody Syncing
After getting tired of a premade asset I used to synchronize the rigidbodies, I started writing my own module for doing so. How hard...
Dan Nirel
Jun 2, 20205 min read
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Childflakes Update
This update is a bag of all kinds of unrelated stuff. The only things you can't see in the video below is that on clients, faraway...
Dan Nirel
Feb 27, 20201 min read
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Trees and Snowpeople
Spawning the trees themselves was painless: I plugged them into the game's spawning system which randomizes how many instances to spawn...
Dan Nirel
Jul 1, 20191 min read
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Animation Blending: Jumping, Crouching, Running, and Idling
Blend trees are a means of taking supposedly similar animations such as walking and running and blending the angles and positions of...
Dan Nirel
Feb 23, 20191 min read
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Day-Night Cycle
The night is much shorter than the day. I tried adding some extra oomph to the sun effect in sunrise and sunset, both in color and...
Dan Nirel
Jan 22, 20191 min read
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Furball Pal
The furball is native to these lands, and is an untamable wild creature. It follows its whims which are not necessarily in line with the...
Dan Nirel
Jan 22, 20191 min read
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Snow Effect
Initially I thought about adding snow as a particle system, whereas each particle is a sheet of multiple snowflakes. When the sheets move...
Dan Nirel
Dec 30, 20182 min read
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MP Infinite Terrain
Checking every update whether the player's camera is about to reveal non-existing terrain would have required constant information about...
Dan Nirel
Dec 10, 20181 min read
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Multiplayer!
Is here. Currently synced: players movement, animations, the ground, and it's deformation. The girl in the gif successfully grinds the...
Dan Nirel
Dec 10, 20181 min read
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Automated Downhill Running
The animator is set to switch to running animation either when player hits the running key, or when the velocity is high enough. In the...
Dan Nirel
Dec 9, 20181 min read
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Dan Nirel
Dec 9, 20180 min read
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Minecraft Skins Support!
Using MC skins serves multiple purposes. Firstly, they are vastly available, and an infinite number can be acquired for free. Secondly,...
Dan Nirel
Dec 9, 20181 min read
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DOF Sprite Shader
Used a 3rd party DOF sprite shader which only kind of works - only when the scale is positive (not when turning left), and doesn't work...
Dan Nirel
Dec 9, 20181 min read
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Snow Grinding (SP)
Game is still SP only, but snow grinding is implemented, and so is snow accumulation.
Dan Nirel
Dec 9, 20181 min read
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Rudimentary Background Blur
Added depth of field effect (and some bloom and antialiasing) to the camera. The 3d meshes work great, but the effect was not meant for...
Dan Nirel
Dec 9, 20181 min read
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Background Layers
Added more octaves to the Perlin noise formula, and added non-collidable background layers.
Dan Nirel
Dec 9, 20181 min read
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Infinite Terrain
For now, the update method simply checks the view of the camera and when near the edge of the terrain, adds more chunks.
Dan Nirel
Dec 9, 20181 min read
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Procedurally Generated Landscape
Using meshes (3D meshes) and readymade triangulation algorithm it was fairly simple to procedurally create a mesh with a given texture,...
Dan Nirel
Dec 9, 20181 min read
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