a friend of mine told their classmate about kitsune tails with "what if lesbian shork mario" and the classmate was like "holy shit send me the link" and it really just sells itself doesn't it?
After working fully-remote for Epic for a year, I can't ever imagine going back to work in an office. It's such a wonderful experience for me:
⭐ I can pick up my kid when they finish daycare at 4pm, and fill in the hours at other times, even very late or early in the morning.
⭐ I can do chores or exercise in my lunch break.
⭐ My commute is exactly 0 minutes.
⭐ Our optional zoom room is perfect for jumping in and out of to keep up with information and build friendships with team-members. #GameDev
Quick video of where my Berzerk-alike is at now. Be warned: Terrible placeholder audio might be loud, so maybe turn down the volume!
I know there's a dodgy wall collision in this vid, but tidy ups like that'll get sorted later.
I like the slow pace of it, which I didn't expect. It's very slow but it's still fun to play and quite exciting when you get caught up in it. I may end up making a separate, flashier, faster version eventually tho.. we'll see! https://youtu.be/MoRgdnJK8Ac#gamedev
This project is turning two this month. More charitably maybe only 11 months of that have been spent actively developing and even then that is less than 20 hours a week.
Nonetheless it's hard to not beat myself up about what I have to show for two year's work. Especially when considering the mountain remaining.
I kind of felt like I was going fast and it'd be done soon but here we are two years later. So it goes for solo hobby dev it seems.
I finished laying out all the rooms for the first dungeon in Enigma Heart last night. My Zelda II influences are really showing -- but I think I'm also starting to expand on it a little bit and come up with my own ideas. In particular, I'm placing hidden areas and items that the player can't get to until they acquire certain items, spells, or skills later in the game.
(In Zelda II, when you beat a dungeon's boss and get its item, the dungeon becomes inaccessible thereafter)
This map is drawn in Aseprite as an RGB-color PNG image, at a scale of 1 pixel per tile. The blue tiles are solid, the white ones are non-solid, pink are breakable, orange are platforms, etc. I do it this way because I find high-level sketching to be easier as an image than in the map editor. My map editor can read this image, look for the appropriate colors, and generate a map "skeleton" that I can then texture and add objects to.
More fun with math, the texture mapping isn't perfect, I have some corrections to do to it still, but my little renderer now supports off-grid objects of arbitrary sizes and positions (only real restriction is they have to be convex). While the game itself is intended to be grid based I thought it'd be nice to be able to do some more complex scenery outside of billboards, sprites, and texture tricks.
This week in the Bevy ecosystem we see Tiny Glade ship a Steam demo, live VJ sets powered by Bevy, screen space reflections in the deferred renderer and more.
We've also got the usual showcases and a couple really interesting crate release for 2d lighting systems and gpu particles.
Update 1.11! Just a couple of new rooms this time, I'll definitely return to this area and add some interactive bits. Link in bio! #gamedev#pixelart#disneyland
Still trying to make this UI pop a little. But, maybe this is too much? I'm quite undecided. Let me know what you think. #gamedev#madewithgodot#indiedev
Here's a first look into how my solo game dev project is coming along!
It's an action deck builder where you play as a witch with the goal of clearing restless nature spirits. You will be able to capture spirits and summon them as familiars!
Random game thought: I’ve been thinking about a game controller with three joysticks, but I can’t come up with a good enough reason to have the extra one. Two joysticks seems to cover everything, right? Have we reached peak game controller? What could we map to a third stick? The closest to a good reason I could think of would be radial menus, but you can easily do those with a modifier and one of the other sticks right? #gamedev
Right, with couple of toots already out it's time for an #introduction!
We're the Middle Ages in Modern Games conference: we're a small independently run annual event that specialises in short-form, written papers on how medievalisms and medieval societies are used in modern games and gaming.
If that sounds good, do follow us and read along as we post links to our papers! Boosts on this welcome so we can find interested people.
My "best 9" portfolio looks like five artistically inclined kobolds in a trenchcoat got together and started fighting over who got to upload pictures onto Cara.
Everyone else there is so consistent in their style and identity. I feel so outclassed :( I gotta get better, eh
Well the results for the #lispgamejam are out. This time I did 30th out of 48; or 37.5%. That's an improvement over last year's 25/30 (17%), but it's not as much as I'd hoped.
I achieved good looks (12/48) and decent entertainment (23/48), but our creativity was quite low (33/48). I originally wanted to add vehicle-mounted weapons and power-ups. But they were cut due to running out of time. Looking at other top ranking games, I think I was on the right track but probably needed to add some kind of twist on the driving game to achieve a higher ranking.
Maybe I should partner up with someone for the next Jam.
Bug fixing today for Stardust Survivors. Turns out our Shooting Stars ability was super broken! The level 5 version now properly has a large star with double damage, size, and pierce, as well as a nice spread firing pattern! #indiedev#gamedev