piinecone

Joined 14 years ago

Karma
74
Submissions
37
Member since
Nov 20
I make games and tools:

https://store.steampowered.com/app/3802120/Put_One_In_for_Johnny_Minn/

https://www.heartroutine.com/

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Recent submissions

Comment · 1 month ago
Comment · 3 months ago
I just started running sword combat playtests this weekend for my next game, Today I Will Destroy You, which is about a girl who goes looking for her sister.

Combat is mostly inspired by Sekiro. Here's a minute of gameplay: https://www.youtube.com/watch?v=m8NJhd3Ks3k.

Already learned that it gets way too hard too soon, so this week I'm adjusting the training and difficulty curve to avoid frustrating new players.

If you liked Sekiro, have a PC, and want to playtest, please get in touch!

Comment · 4 months ago
Comment · 5 months ago
I recently released my first Steam game, a little physics soccer game about scoring great goals: https://store.steampowered.com/app/3802120/Put_One_In_for_Jo.... It's not successful, but I'm very happy with how it came out, and I learned a lot.

I've been using and tuning a tool I built myself to help me lower my LDL and ApoB: https://www.heartroutine.com/. I still don't like how the daily check-in system works (it's still too dumb) but it's keeping me consistent for now.

In a few days I'll start running playtests of my combat prototype for my next game, Today I Will Destroy You, some kind of SNES Zelda and Sekiro inspired combat adventure.

Periodically thinking about what the future of helping small teams build software will look like and keeping my personal site up to date: https://piinecone.com/.

Comment · 6 months ago
Last month I released my first Steam game, an occasionally frustrating game about scoring great goals: https://store.steampowered.com/app/3802120/Put_One_In_for_Jo....

I built HeartRoutine to help me lower my LDL and ApoB. I recently started beta testing it on some friends, too, to see if anyone other than myself would find it helpful: https://www.heartroutine.com/.

I've started building the combat prototype for my next game, Today I Will Destroy You, inspired by my love of going-on-an-adventure-with-a-sword games and Sekiro-style combat.

I've committed to keeping my personal website up to date: https://piinecone.com/.

Comment · 7 months ago
When I have time between freelance work I make games and tools for myself.

Put One In for Johnny Minn (https://store.steampowered.com/app/3802120/Put_One_In_for_Jo...) - A small soccer game all about scoring nice goals. While I don’t expect it to do well, I’m very happy with how it came out, and it’s the first game I’ve made that I’ll release on Steam! Comes out on Thursday (March 12th).

HeartRoutine (https://www.heartroutine.com/) - I built this a few months ago to help me stay on top of my heart health. I enter my numbers on the (offline) app, and then configure my goals (like “lower Apo B through diet and exercise”), and then the server emails me every morning asking me what I ate yesterday, how I exercised, etc. The goal is to stay on track, and to be able to bring a cardiologist a very detailed report.

Comment · 4 years ago
> Someone needs to figure out a way where we can turn this around and empower ( I hate this word, but I dont have anything better in my vocab ) employees

My friend and I are trying to do this with a matching tool we've been working on lately. You describe what you're looking for (pay, schedule, etc.) and then you only hear about jobs that match your criteria:

https://polyfill.work

If you like the job, you can accept the match, and then you and the employer are introduced.

It's early days still and we have plenty to iron out, but we've started making matches, so please check it out and let Ryan or I know what you think (at team at polyfill dot work).

Comment · 4 years ago
Google notoriously hire Megatron supporters. You should have known!
Comment · 4 years ago
Thanks, we’ll do that! Yeah, that flow is ... not great right now.
Comment · 4 years ago
Comment · 4 years ago
I'm using a fork of Unreal Engine 4.20, and I'm using the substepped physics that UE ships with. I have a fixed timestep PR simmering for if and when it's time to implement a proper rewind/replay system for all vehicle movement.

I attempted the standard prediction/correction implementation used for deterministic movement systems and got it working for the deterministic aspects of the vehicle's movement system, but naturally couldn't make it work for the core, non-deterministic physics, as that will require fixing the timestep and probably doing other things I haven't thought about / don't understand yet.

For now, the system works like this:

- basic client vehicle movement is non-deterministic physx + deterministic overrides

- special moves are deterministic but client-predicted

- weapons systems are deterministic but client-predicted

- server-side anticheat model is derived from me moving around and generating believable movement curves so the server can check that any given client move it receives is appropriate given its history / state of the world

- server also (supposedly!) handles noclip and flying cheats (this was a fun month)

- clients predict hits, server authorizes them

- simulated proxies (other clients in your world) mostly move according to projective velocity blending[0], though there are special cases for some of the special moves (spins)

- collisions are blended between the replicated state of the world and the client's local simulation [1]

- probably most importantly, the server creates replay files during matches which the game coordinator/serving system scoops up and saves, so I can (at some point) generate useful statistics and review matches to detect and improve cheat handling

I would have loved to do the networked physics really right, like Rocket League did, but I couldn't quite pull it off (I'm one guy with kids and a job and just not enough brainpower!), so I opted for what I hope is "good enough" for a small project like this: give the client a great experience, put all vehicles and projectiles in mostly the same position at the same time in all worlds (since they're momentum-based entities latency-based predictions are usually quite accurate), run an anticheat model on the server, and save replays to find and review anomalies.

If the game does okay and people are enjoying it I will get that fixed timestep/rewind replay PR done.

I hope that was a good answer! Let me know if I can tell you anything else. Something I didn't mention here is the networked projectile movement, which was the most fun to work on. I plan to write about that, too, at some point.

[0]: https://www-inf.telecom-sudparis.eu/COURS/MultiplayerCourse/...

[1]: https://www.youtube.com/watch?v=LPRK5J5-3QQ&list=PLpE81hvqYF...

Comment · 4 years ago
Comment · 4 years ago
Dang, that's annoying, sorry about that! And thanks for checking it out so thoroughly. I queued this up and my friend or I will get to it soon. Really appreciate the QA :D

If you want a heads up when it's fixed you can email me at team at polyfill dot work. I will only email you once: when the bug is fixed!

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