Whenever I kick off a new game project, the first thing I do is play every other game like it until I lose all enthusiasm (because I know I'll never be able to compete with them as a no budget indie dev!) .. I then go make something else instead. 🤪
.. I'm kidding. Don't do this! Keep the faith. Make the thing. You got this! 🤣
Stunt Xpress is a game where you drive a delivery van off a ramp, and while airborne, shoot a parcel into a plane flying nearby... And no. That's not a scripted event 😉 #godotengine#indiedev#indiegame
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
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.
If you follow my (now-)friends-only account, you may remember me wondering how I can make vertical transitions between rooms in a dungeon flow well. I didn't want to use elevators, because Zelda II's lifts are so iconic, and I'm already copying so much from that game.
But, I said "heck it." Elevators just plain make sense. But I decided to put a visual spin on it -- these have a much more elaborate design (especially that ironwork at the top), and will be pulley-operated. I'm going to include an animation of Zalia working the pulleys. Probably with an exaggerated pose and sweat flying off her head 😅
As far as the player is concerned, they work exactly like Zelda II's lifts do (press up or down on the d-pad to move; let go to stop), but visually, they're going to have a distinct flavor that works for Enigma Heart.
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.
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
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!
Adventure Inside is now available on itch and Patreon. And, surprise! There's a huge castle town tileset, full of modular buildings.
Head over to itch or subscribe to my patreon to get thousands and thousands of tiles! #pixelart#indiedev