Daniel W. (@hxtnv44) header
Daniel W. (@hxtnv44) profile picture

visionary. internet enthusiast. founder at @insolvegg

Poland
Joined August 2018
live long die young 🌟
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added rampages to my open world zombie game starting to slowly turn into apocalypse gta :D #indiedev #gamedev #threejs
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connected elevenlabs api to my custom game engine to generate dialogue on the fly! the engine defines missions as json files with objectives, events, props and most importantly dialogue for each character in the game i create an entry in the actors list where i define the name, their mannerisms when speaking such as [energetic, upbeat] and an elevenlabs voice id that i think matches the character, manually picked by me from their site and then a simple script runs through all the lines, requests them from the api, does some work to each line (trim, normalize, apply some reverb and minor distortion for realism), then my game engine matches the dialogue box time to the actual time of each line and boom, i have instant voice over for every spoken line in my game! #gamedev #indiedev #threejs
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a few gotchas that i ran into: - just requesting lines one by one will often result in uncanny effects where one line comes out with a very different expression than the one just before it (e.g one line spoken casually and the next one is shouted). you need to pass previous_text and next_test to the api to give it more context and continuity - provide a seed for each line so a re-run asks for the same sample (although its not fully guaranteed) - the v2 model sounds like a cheap voiceover, not real characters. use v3 or v4 with speech tags
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and here's how it turned out in game
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vehicle refactor is almost complete! now you can blind the zombies before running them over :D #gamedev #indiedev #threejs
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early access coming soon!
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finally created a proper ui for my trailer park boys inspired zombie game! minimap, hud, mission screens, objectives, tips starting to finalize the game concept, early access soon! #gamedev #indiedev #threejs
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good point, making something more tailored to you is a much better idea than a generic "one size fits all" solution, it allows you focus more on actually building things with your engine instead of endlessly adding new systems this is why my game engine is much higher level than something like godot or unity. there is no raw gameobjects, no scripting, no reinventing the wheel for every little feature i created systems for generic things that any game i make would need, stuff like pickups (weapons, flashlights, food etc), vehicles, missions, npcs with various actions the actual game logic lives in the engine and i customize it with json files. the editor is just a pretty wrapper for that especially with the help of ai I can very easily create new content or new games without having to start from scratch
Replying to @Lunarsong
For the love of your own sanity, don't build your own genereal purpose game engine. Make it genre specific. The scene needs more of those, not that :)
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looks like a solid tool for people who actually want to build real games and not hyped up demos all these other "prompt to game" startups are cool but if a game can be created in 1 or 2 prompts the developers quickly get bored and jump onto the next idea thats currently trending on twitter (like all the tesla roadster games) but if you're building something more serious then you usually want real control over object placement, materials, lighting, cameras, animations, scripts etc and none of the pure prompt tools really give you that keep building
Kvyverse v0.11.0 is out - aaand I decided Terrain deserves to be its own thing after all. you paint heights on it with a brush, and scripts can read ground height or generate terrain from code - the editor now caps how often it renders the scene, and you can tune it: one FPS limit while you're working in the scene, another when it's idle. Much nicer on laptops - new status bar at the bottom: versions, errors, background processes, a live FPS graph (render limits are set right there) and the current graphics backend
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a fireplace is always cosy, even in the apocalypse ☕️ #gamedev #indiedev #threejs
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Late night @threejs stress tests on "ONE LIFE 2 LIVE" (yes it's based 1:1 on the soap opera) Really liking the feel of these physics, needs more optimization and the cubicle workers need some love (as usual) Can you spot @mrdoob?
Work in progress on this real-time glass destruction sim in Unreal Engine. Based on the new GTA 6 trailer.
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ragdolls are my favorite feature of any shooting game :D it all runs in the browser btw, should I make it public? #gamedev #indiedev #threejs
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by popular demand... more ragdoll fun! gonna start working on polishing the game to get a fun playable demo with a full game loop reply "zombie" if you want early access :) #gamedev #indiedev #threejs
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by popular demand... more ragdoll fun! gonna start working on polishing the game to get a fun playable demo with a full game loop reply "zombie" if you want early access :) #gamedev #indiedev #threejs
ragdolls are my favorite feature of any shooting game :D it all runs in the browser btw, should I make it public? #gamedev #indiedev #threejs
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adding some more game juice to the shooting, you can now shoot dead zombies which makes them fly :D #gamedev #indiedev #threejs
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billions spent on these „ai personal assistants” and the best use case they can come up with is buying plane tickets and toys for you
Replying to @PEoperator @bot
Grok will find another way to buy stuff. I just ordered LEGO and Grok bought it from the LEGO website.
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always fun to see how various systems can interact with each other and create unique gameplay mechanics :) #gamedev #indiedev #threejs
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opus 5.5 messed up and turned my game into the minecraft debug world #gamedev #indiedev #threejs
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after many iterations I finally have semi-convincing ragdolls for zombies! #gamedev #indiedev #threejs
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