Enemy AI: chasing a player without Navigation2D or A* pathfinding

Making a game where your enemies need to chase the player?  This starts out easy, make the enemy run towards the player!  But what happens when they are behind a tree?  Or around the corner of a wall?  Well, now your enemy looks quite silly as it is stuck against the object, running in place.  Not good!To solve this, you...
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Procedural generation with Godot: Create dungeons using a BSP Tree

A few months back we wrote an article showing how we created procedural caves in Godot using Cellular Automata.  Today we wanted to share a follow up, showing how to generate dungeons using a BSP Tree.What is a BSP Tree?  I like this articles explanation, so rather than writing a bunch of paragraphs, I'll refer you to th...
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Announcing Helms of Fury!

To kick off our first post for 2020 we are happy to announce our upcoming indie game: Helms of Fury!About the GameHelms of Fury is a dungeon crawling rogue-lite with a focus on fast combat, discovering items and combining runes to create insanely powerful builds. Made to be replayed, you battle your way through pr...
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How we make GIFs for Twitter

Creating gameplay gifs that look decent on Twitter can be a bit of a challenge, so we thought we would share a few things we learned while making them for our own game.So first a quick note on the process of creating a gif:You record footage from your game, say a 5 minute video.You extract a 10 second clip to show.You co...
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Ahoy World!

Ahoy and welcome to the first post from A Bit Awake!  We are a new indie studio from Toronto that is using the Godot engine to create our first game.  Helms of Fury  is a rogue-lite that takes place in a fantasy setting, where you play as one of three knights who collect abilities and power-ups to grow stronger, fighti...
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