
Blêktre 2081 finally got its 10th review and earned the (100%) “Positive” badge on Steam! That was the final achievement I wanted before moving on.
To be honest, that’s only 100 copies sold, and it’s not a lot for such a “big” game. More importantly, it wasn’t profitable at all, but that’s more about market and marketing dynamics than the quality of the game, which still receives a lot of support from players.
Still doing some coding on the “full picture layout” (mobile) for Blêktre, but since no bugs have been reported lately, I’m moving on.
I’ve learned a lot, and I’m starting new projects with those lessons in mind.
PROTOTYPING ON GODOT
I tried to create a full pathfinder in GDScript, but it started to lag with more than 200 agents.
So I learned C++ and implemented it as a Godot extension. The result is over 2,200 agents running at more than 60 FPS, about a 10× performance boost. The approach is a classic RTS-style system using multiple flow fields with steering.
My latest implementation are explosion forces.
I’m aiming to prototype an RTS using these mechanics.
LOOT GENERATOR
While trying to help my brother with his own game, I came up with the idea to create a JavaScript loot generator for ARPGs (Diablo-like, actually super inspired by Grim Dawn, my favorite). It’s highly customizable and it should fit my brother’s game needs at some point. He also had the idea to turn it into a versatile tool we can distribute to other developers.
Well, that’s a secret sauce, so I’m not sharing anything except these screenshots:


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