A rat swimming with a shark fin attachment on its back.
Splash Rats is all about liquid physics, so OF COURSE the rats need to be able to swim! The shark fin attachment will allow you to go fast. #conceptart
A rat swimming with a shark fin attachment on its back.
Splash Rats is all about liquid physics, so OF COURSE the rats need to be able to swim! The shark fin attachment will allow you to go fast. #conceptart
Amazing to see the progression from the humble beginnings! The game feels really polished to play nowadays. ๐ฏ
Splash Rats is all about co-operation, so we're concepting fun ways of doing things together. Currently we're working on ziplines. #indiedev
Physics-Based Pogo Stick Platformer
||||||||||||| P O G O P P L |||||||||||||
is OUT NOW on STEAM!!!!!!!!!!!!!!!!!!!!!!!!
store.steampowered.com/app/1640220/...
I see the Slimers are already showing some personality. Intelligence? Maybe some day...
#bevy #indiedev
Realized there's no built-in way to modify an ImageNode's color in animation curves, so we created a new property (based on Bevy examples). Couldn't get direct alpha modifications working, so we're going with the full Srgba value.
gist.github.com/mmatvein/a83...
Been working on the Screamer and health UI. The Screamer now deals damage to you when it's out of water, and it's nicely visualized with hearts.
Decided to use Bevy's own curves & animation graph to animate the health UI. It's a bit verbose, but quite powerful when you get the hang of it. Code in ๐งต
Here's the entire code for the "Low Health" animation shown when you're at one heart or below. Not exactly the easiest bit for an artist to modify, so I'm eagerly waiting for asset based workflows.. ๐
Working on a new creature, codename "SCREAMER." ๐ฑ It's content while in water, but will let out a horrible wail if dry. Deals AoE damage and breaks brittle materials. Prototype graphics, obviously, but I think this could be a fun one! ๐ช You'll be able to carry it around as well.
#indiedev #bevy
Thank you for the great presentations and for organizing it! Lots of food for thought again.. ๐๐
I donโt know what to sayโฆ itโs seldom that these types of competitions turn out this satisfying! ๐ Even the jury was on their side!!
Something's gone wrong when the water suddenly grows eyes and is watching your every move.. ๐ฅถ
#oops
We were playtesting and the blobs just spontaneously merged into one. ๐ณ Could be romantic if it wasn't so terrifying. I didn't realize TONIGHT was the night when two become one..
#spicegirls #indiedev
Just added the possibility to create streams of water. Seems the rat has found a nice spot to meditate. I thought we were making an action game?
#indiedev
We're using mold and dynamic linking. An incremental compile for us is between 3-10 seconds depending on what was modified, at 25k lines of Rust code.
Good to know! We're still on 0.14 so we don't have picking yet. Mouse button presses are for spraying water in our game instead of picking things, so we'll have to see how we'll fix the issue in our case.
How long do your incremental builds take? Whatever we did on Windows was completely eclipsed by our move to Linux, where we instantly got a 10x speed boost.
Code to enable and disable the inspector based on user input.
I was surprised how easy it was to set all of this up. The file is just a total of 85 LOC.
Full code at gist.github.com/mmatvein/627...
We're using leafwing-input-manager and its "egui" feature to block game input while you're messing around in the inspector. For some reason mouse clicks are not blocked yet - will have to figure that out.
The source code for our custom inspector.
I based this off of the bevy-inspector-egui egui_dock example. You get a hierarchy of entities on the left side of the screen, and components for all selected entities on the right. You'll notice some extra allocations each frame but this is just an editor tool.. ๐
An image showing our new inspector UI
Just set up a new inspector in the game using bevy-inspector-egui. Replaced the default WorldInspectorPlugin with this version where the hierarchy and components are separated into different panes. You can now also edit multiple entities at once! Code in ๐งต
#bevy #rustgamedev
You mean this game that has a water wheel? Iโm in! ๐
Indeed, it would be great if there was a version of it you could play on the Switchโฆ
๐ ๐ No game with liquid physics is complete without a water wheel.
#bevy #indiedev
Thank you for your hard work! Looking forward to seeing how itโll improve our perf.
Great list, thank you! Looking forward to seeing our game Splash Rats on the list in a couple of years. ๐
Oo this is a good idea, better try it out! Yeah, I was under the impression that a lot of the Linux speed increase comes from a faster filesystem in general. But having it all in RAM sounds great.
We have an M1 that builds fine natively (albeit way slower than my significantly older Linux PC), but we went off with our tails between our legs after we tried cross compiling to Windows or Linux
Our @bevyengine.org game builds are 10x faster on Linux than on Windows. It makes a big difference in iteration speed for incremental builds.
I hear the new Macs are pretty good.. Anybody got practical experience from using them? Howโs the cross compilation?
#rustgamedev #ci
Concept art for a rat character. It's a large rat with a big water gun behind it.
Trying out some character designs for our game. Any snazzy name suggestions?
#characterdesign
Hello, World! ๐
We're Grokka Games, a small indie studio based in Finland. We're hard at work on Splash Rats, a physics based 2D co-op action game with liquid physics and systemic design.