Sign in

Pedro Pais

@cheeseriners.bsky.social
129 followers 480 following 15 posts

Developing "We Were Dumb" at @cheesy-studios.bsky.social Particularly interested in cooperative game design and including audiences in the experience.

PostsRepliesMedia
Pedro Pais @cheeseriners.bsky.social · 27/07/2026
In the end, we couldn't submit a working version. Some enemies would lock the game because their Action would not finish. Still, it was a blast working on it and I learned a ton! Here's the link to the itch.io page: cheeseriners.itch.io/protect-the-...
cheeseriners.itch.io
Protect the Frog King! by cheeseriners, Cueckas, dsreis
Catch every insect before they reach the Frog King! If he eats too many, he'll explode.
010
Pedro Pais @cheeseriners.bsky.social · 27/07/2026
The behaviour of enemies is a bit messy to design through the editor, it really needed a tool but we were already short on time. We created very small Godot Resources (called Actions) that would be used to sequentially build up an enemies behaviour. Even our designer started implementing some! 4/5
110
Pedro Pais @cheeseriners.bsky.social · 27/07/2026
We were wondering how to make the game wait for an enemies action to end before moving to the next enemy. We suddenly realized all we had to do was use Await right before triggering an enemy and before executing each action. Now the game executes each enemy at a time. Very Clean! 3/5
100
Pedro Pais @cheeseriners.bsky.social · 27/07/2026
The turn-based part of the game relied on the Action System. Every tick, a column is triggered, triggering each of its tiles at a time. Each enemy's ActionHandler executes the actions sequentially. However, we wanted to wait for an enemy's turn ended before executing the next enemy. 2/5
100
Pedro Pais @cheeseriners.bsky.social · 27/07/2026
This #GMTKJam was an incredible learning experience. I was able to experiment with implementing a turn-based game (somehow had never done this). It featured a resource-based system to create behaviour for enemies and it tied everything together with async functions and awaits 1/5
120
Pedro Pais @cheeseriners.bsky.social · 22/07/2026
A sneak peek of what we're working on for #GMTKJam: We're thinking about having tiles or rings "trigger" when a count reaches a certain number and applying this to a sort of Tower Defense game(?). It's still a rough idea, but we're starting to get hyped around it :)
000
Pedro Pais @cheeseriners.bsky.social · 13/05/2026
Doing this (connecting a belt's output to something's input) triggers an event that makes a belt check their neighbours again and re-pick their arrangement. As for the placed belt's output, it simply connects to whatever is in front of it. The implementation can be confusing, but this is the idea.
000
Pedro Pais @cheeseriners.bsky.social · 13/05/2026
The way belts work is pretty simple. Every time a belt is placed, it checks for neighbours with outputs that can connect to it: * If there is a neighbour to the left and no other neighbours - Turn Left * If there is a neighbour to the right and no other neighbours - Turn Right * Otherwise: Straight
100
Pedro Pais @cheeseriners.bsky.social · 13/05/2026
Yesterday I was not able to make it in time for a post, but here it is! Progress for #godotwildjam 93: * Containers! (With storage ready to be used across levels) * Belts now change their arrangement when new ones are placed nearby! Today, I will work on Splitters/Mergers and Level generation!
151
Pedro Pais @cheeseriners.bsky.social · 11/05/2026
Today's work for #godotwildjam 93 is not very visually engaging but I'm proud of it :) * Recipe Selection Menu (stopping/starting machines!) * All machines now use "inventory" class (for future features) Tomorrow work is on player inventory across levels and maybe level generation or belt mechs!
000
Pedro Pais @cheeseriners.bsky.social · 11/05/2026
I'll be streaming my development for #godotwildjam 93. I'm live now and will be at this time for the rest of the week, if you want to hop in. My stream tends to be in Portuguese, but feel free to join! I'll speak English as well :) www.twitch.tv/cheeseriners
twitch.tv
cheeseriners - Twitch
GODOT WILD JAM 93 [Day 3] | Roguelike Factory Builder | !instant !socials !tipme
031
Pedro Pais @cheeseriners.bsky.social · 10/05/2026
If they mean descriptive things like "Blue Water Elemental", I'd localize it. Otherwise I wouldn't. Also, personally, I like having bits of other cultures in games and media in general, I think they are enriched by it.
090
Pedro Pais @cheeseriners.bsky.social · 10/05/2026
Today's work for #godotwildjam included: * Connecting buildings * Placing multi-tile buildings * Recipe buildings with multiple Inputs I am proud of what I've been able to achieve in a relatively short time. Hopefully my code will hold up as we go 😬 #godot #gamedev #factorybuilder #roguelike
061
Pedro Pais @cheeseriners.bsky.social · 09/05/2026
Belts (sort of) working as well!
000
Pedro Pais @cheeseriners.bsky.social · 09/05/2026
I'm participating in #godotwildjam 93 and we are making (or at least trying to) a roguelike factory builder. It's a weird combination of genre but I think we are doing something cool! For now, we have grid building working: (thanks @kenney.nl for your amazing assets!)
141
Reposted by Pedro Pais
Cheesy Studios @cheesy-studios.bsky.social · 04/05/2026
Hello world! I'm working on a roguelike asymmetric cooperative game and this will be where I will (hopefully) start sharing my (many) frustrations and my (less) successes. For now, I was able to change my game's networking away from server-authoritative! Will share more later in the week
052
Reposted by Pedro Pais
Ryan T. Brown 🎮🩷 @toadsanime.lostincult.co.uk · 10/02/2025
Steam has clamped down on in-game ads, banning mobile-like forced ads with new rules. (Read more: GamingOnLinux)
410016