Hi, SwingShock! Just sent you a friend request on Discord.
Rafael Briet
Creator of
Recent community posts
Yes, my blog is in Portuguese. And I'll not showcase your Project exactly, I would make some type of content out of the work I do for your project.
So, let's say I make an inventory system for your game, what I would do is maybe write a tutorial, a devlog, or whatever. Obviously, I would wait for a green light to publish; as I work in marketing, I know how important it is to release information at the right time.
PS: Brazil is one of the biggest game markets in the world, making it a key territory for any game developer or publisher to consider.
Hi, my name is Rafael, and I’m a Brazilian professional with a degree in Advertising and Programming. I also run a blog called Rock, Programação e Games, where I share my journey as a game developer and provide tutorials to help others learn.
Currently, I work in marketing for a real estate company, mainly as a graphic designer, but I’m also experienced in social media management, video editing, paid traffic, programming and UI/UX design. My recent focus has been on using Godot for game development, but I also have experience with Unity and C#.
I’m looking for projects to work on during my free time. My primary interest is in paid opportunities, but I’m also open to volunteer work or revenue-sharing projects, depending on the size and scope of the project.
If the project is volunteer-based or revenue-sharing, it’s essential that I can showcase my work on my blog and social media. For paid projects, it would be nice to have the same flexibility, though I can respect confidentiality if needed.
Feel free to check out my blog here: https://rockprogramacaoegames.com.br/
You can reach me via email at , discord.
- Email: contato@rockprogramacaoegames.com.br
- Discord: rafab0483
- Instagram: @rockprogramacaoegames
Looking forward to hearing from you!
After almost two years developing my game, it's finally time to release it into the world.
In this top down shooter you play as The Lone Bounty Hunter, as he ventures into the wild west hunting the most dangerous bandits on the loose to collect the reward for their heads.
Check it out!
https://rafaelbriet.itch.io/the-adventures-of-the-lone-bounty-hunter
Hi! I’m back for a quick update. Since my first post, The Adventures of the Lone Bounty Hunter got a little more dangerous as I spent some time working on the enemies’ AI and in a weapon system.
The AI is using a very simple Finite State Machine. The enemies will wander in an area around the spawn point until the player gets in range, at this time the enemy will move towards the player and if it gets the change it will attack. As is expected there’re still a few bugs and balancing issues.
As for the weapon system, it allows me to spawn any number of projectiles at an angle aiming for the mouse direction. I spent a fair bit of time trying to figure out how to do this. For anyone that knows math, it’s not something hard, but I don’t know math, so its was a fun challenge. Right now the ammo is infinity, just needing to reload after a few shots, but it will change to only allowing the player to carry a certain amount of round for each weapon to encourage the player to change the way he/she plays and to have something to spend his/her hard-earned money.
But for now, I think its time to stop coding for a moment and focus a little more on the art side of the game, make a few sound effects, some particles, you know, make everything a little bit nicer.
On a side note, I’m pretty happy about how the game is taking shape, it’s allowing me to put everything that I know in practice and making me learn a lot along the way.
About the game
Hi everyone, my name is Rafael and I’m currently working in a game called “The Adventures of the Lone Bounty Hunter”. This game is a top-down shooter roguelike in which you play as a bounty hunter during the wild west, your sole objective is to collect as much bounty as you can. I started the development in November last year for a game jam but wasn’t able to finish in time because I hit a roadblock related to the enemy AI, more specifically the pathfinding. Basically, I wanted to do more than I could at the time in the game jam time frame.
Map Generation
As I studied pathfinding, I focused on the development of another important aspect of the game, the map generation. The game map is divided into 3 sections: start, middle and finish. Each section is divided into what I call rooms. The start and finish section can only have one room, the start room is where the player, you guessed it, start the game, and the finish room is where the player will have to fight the boss. The middle section can have as many rooms as needed for gameplay.
AI Pathfinding
When I had the idea for the game during the game jam I didn’t consider pathfinding, and as I started the development in Unity I found that the engine doesn’t have a 2d pathfinding solution, at the time I couldn’t use someone else code because of the jam nor I knew how to code myself. If I wasn’t going to finish the game for the game jam, why didn’t I use someone else solution you may ask. Well, I want to learn, and that’s what I did in the following months. Now I have a piece of new knowledge and the AI can find their way in the maps of my game. Although it is still necessary to optimize, for now, is good enough.