A new update for The Orb (Detis Engine Demo) is live on @itchio! Download link in the comments below.
Patch Highlights:
- AMD Fix: Resolved driver-level shader compilation crashes and bugs on AMD GPUs. Huge thanks to @Kiiiri7 for tackling this. Kiriakos has also served as the main rendering consultant for the Detis project in general in the last few months!
- Contact Shadows: Added support for Screen Space Contact Shadows, dramatically improving foliage fidelity and fine shadow detail across the board.
- MCP Server Integration: For those modding the demo before the full engine package drops, the update ships with detis_mcp inside the /bin directory. This connects the engine to Model Context Protocol (MCP) servers, enabling AI-assisted gameplay scripting and letting LLMs build entire maps and world layouts directly inside the engine environment.
Thank you all for the testing and feedback!
No game engine is truly general-purpose. The cooler-looking tech is rarely the more suitable one, and indie developers pay for that mismatch in time, money, and sanity. https://t.co/y09UwhqSbm
@misraeldev Hmm, add a “Death's Door” phase where the player is left at 1 HP, making the next hit lethal. After a few seconds, they start regenerating health.
Casting the ability won’t kill the player, even at low HP.
This passive can only activate once until the player returns to full HP.
@BarrierXI I love strategy games and most of the genres around it (4X, RTS, Grand Strategy).
One of my first games are Warcraft 3, so it has a good mix of nostalgia + what I enjoy playing.
It will have a bit of enemy waves, a bit of unit upgrading and a bit of economy and management.
Kiriakos (@Kiiiri7) just contributed a Metal backend to Spartan Engine. That means macOS support, and every release now ships a Mac build. It's probably the most cracked (as the youngsters say) contribution in 12 years of engine development.
Of course, he got a https://t.co/PbfkJjob8i key to play with his daughter and a fitting role in the Discord server. If you need someone cracked for Mac work, he's your guy.
@BarrierXI I'm developing a RTS game w/ some roguelike features.
Custom 2D game engine, using #raylib for backend :')
I'm doing it to get better in C++ and use it as a portfolio (both the engine + a playable game)
When I have something playable, I would love to release it as well :)
@daisyHyeseul I don't handle newly available paths 😅
The player will have to put new movement command again.
That's a QOL improvement that I'll do later (later later) on.
When I revisit the pathfinding system, my first priority will be switching from A* to HPA*!
While adding more animations & resources, I realized my navgrid never updated 😅
Now when a resource is depleted, its collision is removed and only those tiles get updated.
Next resource -> Food 🍖
#indiedev#gamedev#gameengine#gamedeveloper#raylib#solodev
@JYNetherAbyss I have a component + a system that handles all the things related w/ resources (trees, gold for now).
When I load the map, my navgrid updates the obstacle vector.
So, when I try to find a path, my trees obstruct the designated tiles like snorlax :)
@kenzie__games Thanks for your comment 🙏
No, that not in my bucket list.
When a tree is depleted from its resources it wont grow back.
I also remove the Resource component from it.
But, I think thats a great idea to implement later on.
@razzaq94 Yeap 🫡
On the map loading, I know what entities I'm about to load.
Based on that, I create my navigation grid. Each "unit" can move on every tile around it, unless the tile is an obstacle.
Winter is coming, so my villager is out chopping wood.
Spent two weeks improving my A* pathfinding and building a first gathering system! 😁
Next up: More resource types and more animations for my villagers!
#indiedev#gamedev#gameengine#gamedeveloper#raylib#solodev
@MetropolixIO Thank you for your kind words!
First I want to add 1/2 more animations when cutting wood.
Then, I want to introduce 3/4 new resource types and add the appropriate animations.
@playfatebound Thank you!That's a great question.
Right now every unit entity has a small collider on their feet.
I am planning to add a layering for my collision and thus, each unit should go on top of each other without a problem.
This will make my life easier and I think it will look okay!
@corhoonx Thank you 🙏
The villager is both a Unit and a Gatherer.
The Gatherer is responsible to get an "order" (thats how I call it) and based on that he goes to gather resources :D