Be a cute mouse!
Hop around the clock!
Survive!
<https://eggnog.itch.io/clockhopper>
#pico8 #gamedev #indiedev #solodev
[video/mp4](https://cdn.masto.host/mastodongamedevplace/media_attachments/files/111/287/701/507/148/290/original/c9f3b44c563e67fe.mp4)
A kitty spaceflight simulator with challenging controls! Do you have what it takes to lead Jet Cat through the mysterious tower’s corridors and return home with the treasure? Only YOU can Rocket to the Top!
Hey, what kind of testing frameworks / harnesses / configurations do people use for small scale #indie#solodev projects? It's a #unity project if that matters.
I'm coming from an enterprise engineering background, and I'm finding that I don't have a great approach to testing in my #gamedev project right now. My initial thought is just to create some non-shippable scenes, set them up for particular game mechanics, and manually go through each one when I make significant changes. Thoughts?
One of my 2023 goals was to release a demo of my little city builder.
Given that my last commit on the project was July 30th, that seems unlikely.
BUT if I hadn't made that goal, I'd probably have way less done by now. Highly recommend setting goals even if they're hard!
The trick of course is that you have to work backwards from the goal and figure out how to actually get there, rather than just setting the big goal then hoping for the best.
What are your testing practices? Do you do unit tests, system tests, manual tests? Do you simply never make errors?
I write unit tests for all my systems, which are usually quite small.
Now I started doing some larger scale tests. In those I mock nothing, just feed user inputs to start abilities etc. I hope this will help me detect regression errors from big changes earlier. I want to check is the functionality is still intact. I expect the unit tests to fail anyway.
Alright, I haven't posted in a while about my game #Kamaryn because I worked more on internal and less showable stuff, so here's a little update.
I spent a bit of time making the health counters look nicer and react to damage. I was going for a simple bar initially but thought it was really boring so this is what it turned into. What do you think?
Some days I feel like I've forgotten more linear algebra than I remember. Anybody in #gamedev recommend a good refresher / reference? Bonus points if it features simplifications for working in 2D space. I prefer book / written form but videos are good too. #indiegames#indiedev#solodev#math
I finally updated the item bookmarking system for Idosra (Rogue of Vallas) that allows players to assign a number key to equip frequently used objects (rather than having to dig through the inventory menus to find them).
Now all kinds of items can be bookmarked (not just weapons). The UI is more intuitive. Finally, little icons show what item is assigned to each slot, and, for consumables, how many are left.
I did it! I did it! I DID IT! At the end of last year I told that imposter syndrome of mine NO and I applied to Screen Australia's Emerging Gamemakers Fund with my little game idea (Tea, Please!) and I GOT IT! 🎉
They told me it was a stand out application and they were so happy to fund my little idea! I still can't believe it and I'm absolutely over the moon! 😍
My first solo game, DOKI DOKI GRAVITY DIVE is on sale on #GOG again for 80% off because I hate money.
Fun fact: There is just ONE scripted scene in the trailer. The shot of the black hole at 0:07 to 0.11. The rest is all unaltered gameplay. YES, even the lack of HUD. You can just turn it off in the game settings.