Think in chapters, not entire seasons

Normally, in a series, one chapter is a continuation of the previous one, and by putting all the chapters together, we can create a complete story that doesn't make sense if it's not with all the chapters.

However, there are series in which the chapters are independent of each other, some are related by characters, event area, etc., but in other series, there is no relationship between chapters.

In the context of video game development, one bet we can make, especially when we are starting out, is not to think of a game that has all the details we would like our game to have… more

Godot 3D. Orientation and measure

One of the most basic and at the same time important issues when working in 3D is that different applications use different conventions when it comes to Orientation.

Godot uses an orientation in which the Y axis is oriented from top to bottom. That is, if we look at the axes, if the X axis is the one that is oriented from right to left, the Y axis is the one that is oriented from top to bottom and the Z axis is the one that is oriented from front to back.

Other very popular 3D applications use other orientations, normally in which the Z axis is the one that points from top… more

Godot 3D. Editor

ometimes moving around the Godot 3D editor can be confusing. But in the end we don't have that many different movements.

Let's look at them and make a brief summary:

  • Mouse wheel: we use it to zoom in on what we have selected
  • Press the middle button and move the mouse: we orbit around the selected object
  • Press Shift and the middle button, and move the mouse: we move up/down, and right/left.
  • Right button and move the mouse: we rotate our point of view without moving from our spot


There is also a mode to move… more

Godot 2D. Player movement

One of the most important points in our games is the movement of our player. In this case we are going to explain a simple and easy way to generate movement in a 2D game. We are going to explain the mechanics that we used in our last game, in which we pilot a spaceship and must avoid meteorites. We decided that the player could only move left and right, which simplifies the whole process a little, although it is a good starting point for other types of games.

Create controls

Our game is designed to be played on mobile phones and tablets, so the controls we decided to do… more

AI: Your work assistant

These days we have been testing Microsoft's Copilot. We have been using it quite a bit to generate texts, images, diagrams, etc. Our idea is to learn and get AI to be our assistant during the day to day, and to help us in those tasks that we are laziest to do because they are more repetitive.

We want to talk to you about GDD, in a previous post we talked about GDD Document and we already commented on how important it can be. Today we wanted to see how good and fine-tuned Copilot was, and for this we asked it to… more

GDD. Game Design Document

What is the Game Design Document?

The GDD is a design document that is made at the beginning of the project. It defines a whole series of characteristics of the future game. This document is a living document, it can and should change during the creation process, and it should serve to ensure that the entire team is aligned.

In the case of large studios, this document is usually more detailed and the way to modify it should be more consensual and agreed upon.

In small teams, or even in independent studios or single developers, we can make this document more like a… more

Automation of Repetitive Tasks in Video Game Development

When we talk about video game development, we are not just talking about writing code, logic, etc. There are countless steps before, after, and during development, such as the conceptualization and design of the idea, the creation of art and assets, testing, and a long list of tasks.

In this context, we can see how there are many repetitive tasks in which AI can help us.

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SIMA. An AI to play videogames

Google DeepMind has unveiled SIMA (Scalable Instructable Multiworld Agent), a generalist AI agent designed to follow natural language instructions and perform tasks in a variety of 3D video game environments. This breakthrough marks a significant milestone in AI research, as SIMA can understand and act across multiple game worlds, similar to how a human would.

A robot playing a video game. Image 3 of 4

(AI generated- Copilot)

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Can AI detect our emotions when we play games?

In recent years we have seen how AI has evolved by leaps and bounds, steps so big that they surprise us day in and day out with overwhelming and shocking news.

In recent months we have heard about the leaps in quality of generative AIs, ChatGPT, Gemini, Copilot, etc. All of these are generative AIs, they are capable of generating high quality content and answering questions in a very natural way.

Apart from generative AIs, other AIs that have improved a lot are emotional or affective AIs, those that not only know how to give you an answer to your questions, but are also… more

Godot. Create enemies

It’s time to create an enemy for the game. In the game we are working on, our enemy is a series of meteorites of different sizes and shapes that our player must dodge.

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Proyectos

Aplicación móvil para la firma de documentos tales como consentimientos médicos. 

Aplicación web basada en Dolibarr para la gestión de Bares y Restaurantes, con control de Stock, precios, proveedores, TPV, y muchos módulos más personalizables.

Aplicación móvil para poder visualizar la facturación diaria, semanal y mensual conectando con una instalación Dolibarr.

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