Finally, source_control's first enemy model is more or less complete. It still needs textures, though.
#indiegame #gamedev #godot #blender
Finally, source_control's first enemy model is more or less complete. It still needs textures, though.
#indiegame #gamedev #godot #blender
Seeing the stonks guy move is uncanny.
WIP enemy model for my #indiegame. This is probably the worst 3D model I've ever made, so I guess it's only uphill from here?
At its core, an inventory is just a dictionary that maps slot IDs to Items. What an Item is depends entirely on your game. There's really no need to include that in an engine.
If your idea of an inventory system is just Minecraft, then that's simple enough that you could probably code it in a couple of hours max. I think it would be a strange thing to include in an engine, though. It makes more sense just to leave it as an add-on.
Blocks for Babies is the first boomer shooter to innovate in the hand-holding space. There's a lot more to talk about too, but that's your tease ;)
Wishlist for more:
store.steampowered.com/app/2776770/Blocks_for_Babies/
#TeaseYaGame #gamedev
I want to be clear about this early on. None of my games will ever use generative AI for assets, code, ideas, or anything else. 100% of my games are and will always be human-made.
I looked at a few other posts on your profile. They all have this weird melty, blurry grid. Some of these could be JPEG compression, but a few of them are way too strong for that.
The contrast and colors also feel a bit like AI.
Did you upscale this strangely? Your pixels don't align to a clean grid.
Some decent progress on Bobi's character model!
Not bad for my first 3d model, I'd say! ๐
#Blender | #Art | #IndieGame | #GameDev | #ใใใ็ตต
Amazing, very nice. Now let's see the topology.
I also have to specify enemy placements and spawn chances at different Firewall levels. That means I need to make sure the level is appropriately balanced for the amount of skill I expect at each of the 11 Firewall levels.
source_control presents an interesting level design challenge. Every tile needs to be its own self-contained, modular challenge with doors in the same place. They also need to fit into one of several discrete size categories.
#gamedev #indiegame
I can see how constrained spaces in a third person platformers could be an issue. I often find third person platformers uncomfortable to play so it's not really my area of expertise.
For example, in Celeste, wavedashes can make you move very, very fast without all that much effort. But if you do them without thinking, you'll die 90% of the time.
Some platformers are made by starting with a mostly open level and then blocking in the obstacles. That's where I think you'll run into issues. If you instead start with a mostly closed off level and carve in paths, I think a high maximum movement speed works well.
I like the idea of allowing fast movement but punishing using it sloppily. You can move at mach fuck if you want, but you better be prepared to dodge everything moving *towards* you at mach fuck.
The multiple endings of our game EXPLAINED! Be a legendary live performer, top the radio charts, or reach celebrity status by having the most fans! Which one will you choose?
Wishlist link in bio!
#lifesim #rhythmgame #indiegame #gamedev #indiedev #indiegamedev #musicgame #indiemusic #videogames
Terminal velocity update!
Entry/exit animations for the level are implemented.
And it keeps being fun to see how nice things of this game are in fullhd :)
#gamedev #remake
A lot of game engines probably have community-made libraries for it, though. Not sure how well they'd work for more interesting inventory systems, though.
Saving and loading data is pretty generic. Inventory systems are often very game-specific, so it's hard to write a tool that covers all the use cases without being absurdly complex and bloated.
Today's song recommendation.
Stranded Lullaby - Miracle Musical.
Calm, tranquil, almost ethereal. Very underrated in the Tally Hall community.
There's something kinda relaxing about doing optimization passes in #Unity3d.
Went from 16 FPS to 90, and 12,000 draw calls to 1,900 by combining meshes, cleaning up this shader-level flight sim effect, and doing some manual culling since Unity's occlusion culling isn't cooperating.
#indiegame
People already hated the AI. Now you're going to make them pay a subscription? Is Microsoft suicidal?
"Subscription based"
Order up! The second development snapshot for #GodotEngine 4.7 is served! ๐ฒ
Copy/paste support for section/category properties, 64-bit WebAssembly, Apple HDR support, and more are ready for testing; get it while it's hot!
godotengine.org/article/dev-...
And the spitter with Markiplier, the hunter with Michael Jackson, the smoker with Walter White, the charger with Minos Prime, and the tank with a Gigachad. All with associated voice lines.
This is why left 4 dead 2 is better with mods. I replaced the boomer with a cacodemon.
So far, it's good. Defining enemy spawn chances at different Firewall levels is mildly scuffed since I can't use a dictionary like I usually do, but it's better than using CSGBoxes in Godot.
#gamedev #indiedev #godot