Ribbons
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fuzzycodestudio.com
Ribbons
@fuzzycodestudio.com
Solo dev making Tempus Deorum, an indie MMO (she/they)
Web: https://tempusdeorum.com
Discord: https://discord.gg/y7xJyjzUk9
Starting to connect targeting npcs and ability use systems. Each hit applies a bleed effect, i need to refine a bit yet so its not sending dmg ticks every frame from the server! #gamedev #mmorpg #indiedev
January 1, 2026 at 7:30 PM
Testing out floating damage numbers for combat feedback. I implemented 3 variations- simple float, arc, and static. #gamedev #mmorpg #indiedev
December 17, 2025 at 7:08 PM
Smart tab targeting implemented - prioritizes what you're actually looking at instead of random nearby enemies. Single UI panel handles all health bars efficiently. The tab targeting feels pretty good now #gamedev #mmorpg #indiedev
December 4, 2025 at 5:55 PM
NPCs now have basic health bars and the first server-driven status effect: a simple bleed DoT ticking their health down. No visuals yet, but the server authoritatively sends state updates handling every tick. A small step towards the full combat loop!
#gamedev #mmorpg #indiedev
November 19, 2025 at 6:24 PM
NPCs now remember where they belong and head back if you pull them too far. No more dragging enemies across the world! Another small step forward. #gamedev #mmorpg #indiedev
November 5, 2025 at 5:49 PM
NPCs now use distance-based aggro with spatial partitioning. They spot players, give chase, and only check distances for targets already in their AOI cells - keeps server CPU happy even with hundreds of NPCs. #gamedev #mmorpg #indiedev
October 22, 2025 at 5:15 PM
Fixed NPCs rubber-banding when entering view. Now they spawn with their full movement state, still efficient and no more teleporting NPCs. Spatial partitioning working smoothly. #gamedev #mmorpg #indiedev
October 8, 2025 at 5:01 PM
Implemented spatial partitioning of NPCs. The server spawns or de-spawns NPCs around a player based on the player's area of interest radius. AOI cell look ups are fast, no expensive distance calcs per npc needed. #gamedev #mmorpg #indiedev
September 24, 2025 at 5:00 PM
200 NPCs now pathfinding smoothly thanks to async job queues spreading work over multiple frames on the server. No more cpu spikes when everyone decides to move at once. #gamedev #mmorpg #indiedev
September 10, 2025 at 5:00 PM
Got 100 NPCs pathfinding on dynamic terrain with batched network messages. Zone server handles all pathfinding authoritatively - no client prediction needed. Pretty happy with the performance so far. #gamedev #mmorpg #indiedev
August 30, 2025 at 5:01 PM