(June 2025) Monthly WIP Screenshot Thread

Yeah, for NPCs… it gets tricky.

For swarms of animals, it could be nice to have something I could batch. Flocks of birds. Herd of sheep, etc..

I’ve kept the idea of batching in my mind even when designing the custom clothing system. But in the end, I will probably be limited to 100-200 MOBs in a given “area around the player”… and even that will be dragging things down.

But if I want to expand out the radius within which the player can see MOBs then batching will be key… and at that distance, I could leave off the attachments and use lower quality custom clothing. So that’s why I think I will do something someday. In my dream, I have cities populated with actual crowds.

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New video this time with 7000 units.yesterday i had this performance with 700 units
Capture software took like 10 fps from the game and performance is not just because of animation and models it’s mostly because of the code / systems running on all of this units and they are all running on the main thread.it can be better with multithreading and some optimizations.

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7000 units. huge numbers for jme. You need to work more on optimizations. Good Luck. Just make it more playable and try to eachieve 30+ FPS.

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30 FPS is bad for a first person shooter. It’s more than fine for an RTS.

Honestly, for an RTS, I would even consider locking the frame rate at 30 just to give the rest of the systems more time to crunch numbers.

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:smiley: metadata rendering is done (+ yes, i resigned from scrollable list for metadata, too much effort for now)

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I have to tell you guys, developing a game all on your own on your spare time while having a full-time job is no easy task. And by “all,” I mean everything. Besides programming, I also created all the models, scenes, level designs, and sound effects. Music is the only area where I had to seek some help, since I am not a musician. All my music was created with Udio AI’s assistance. But even here, I had to guide the AI to get the tunes I was looking for.

I had to rewrite the game pretty much from scratch after the first time I had it finished. At first, I did it as a hobby, as something to show my friends while teaching myself some aspects of jMonkeyEngine and 3D game development. However, there is a huge gap between doing something for yourself or your close friends and doing something to show publicly. The latter requires deeper consideration of performance and bug-fixing.

Now I’m glad to tell you that I finally have something playable to show. The game is not finished yet, but what I have to do now consists mostly in level design and bug fixes. You can download and play the alpha-demo version, which includes the first three levels, here. And of course, as the name suggests, alpha-demo means that the game is still in alpha stage, but I decided to make a demo version available anyway. Keep in mind that even those three levels may undergo changes before the final release.

I’ll try to keep you updated at least once a month on the development of the game in the monthly WIP threads, but you can also get news on the game’s site at itch.io. Please download and play the demo and let me know what you think.

Recommended reading: https://makegames.tumblr.com/post/1136623767/finishing-a-game

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Well done on getting a playable demo of your game out, that on its own is an achievement.
Especially if having a full time job and life for that matter. I haven’t played yet but will do so as soon as my download finish. Overall this game looks great and so much going on from the trailer.

If I may suggest something small, I would work on the colors you use in some of these areas, for example the following area. The colors feel very dull and there isn’t too much contrast going on between the player’s ship and the environment.

In this area I can hardly see the player ship:

Overall this game looks really good and the AI really did a good job with the sound track.
Well done.

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When trying to run your game on linux mint I get the following error:

./Galaxia: /lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.32' not found (required by ./Galaxia)

What should I do to get it to run?

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Hey @ndebruyn thank you for your feedback.

Good point. I’ll take a better look at the contrasts and colors on the next updates.

The executable file is derived from a C++ file and is used only to launch the actual Java command. It turns out that it was compiled on Ubuntu 24.04, which uses libstdc++ version 13, creating an incompatibility with Linux distros that use earlier versions of libstdc++. I compiled it again on Ubuntu 20.04.1 and libstdc++ 9.3. That kinda makes this the minimum requirement to run the game. I hope it works for you now.

Thanks, the game is working now.
I struggled to control the game with the keyboard.
Not really sure if the keyboard or mouse is actually supported?

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The game was designed to be played with a gamepad, but keyboard is also supported. Keys can be redefined in the menu: Settings>Controls>Player (1 or 2)>Customize, then select a command, press Enter and the key you want to use. You can also redefine your gamepad commands here. Mouse is not supported.

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first gun to be fully done:

a) final color palette
b) full animations
c) full effects
:smiley:

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The best character work to date.

Modeling an area.

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