cowgirl #gamedev #indiedev
cowgirl #gamedev #indiedev
a very unique spell
kicked out of the hero party #gamedev #indiedev
legally distinct multiple puncher bald man*
breakdance fighting #gamedev #indiedev
accidentally made satanic water, not 100% sure what's causing it but I have a feeling I'll lose this forever once the bug is fixed
maybe physics in video games is all about hacking things until they look almost right #gamedev #indiedev
sea of _____ #gamedev #indiedev
rearranging parties #gamedev #indiedev
not planning to make a horror game anytime soon but.. #gamedev #indiedev
experimented with minimalist color palette for a bit to minimize the amount of work (environment, models etc) but I think it's better to preserve skin color still, although the retro vibe is interesting #gamedev #indiedev
benefits of being able to adjust chest size: characters can now have motherly/queenly aura unlike before (only using one mesh base right now and don't want to pay for anymore models) #gamedev #indiedev
innovative new way to censor certain bits #gamedev #indiedev
magic trick
I'm posting everywhere as much as I can (unless I forget to open the tab to post things in in my browser)
testing a new character design, may have been inspired by my favorite game of the past while #gamedev #indiedev
cloaked units from my auto-battler game (furthest one along of my prototypes) #gamedev #indiedev
I used shader and a lot of maths to get this done, and I showed it to a friend and he told me about just interpolating between two meshes instead. Probably a better solution, except I didn't want to touch blender or pay anyone yet for this, and maths is free #gamedev #indiedev
starting with a very simple game soon, hopefully. and after that maybe a slightly more "serious" project like this one
oh that's a sperm gun
the game that inspired me to make this prototype in the first place had a wall of flame chasing you from behind so there's always time pressure, so I guess some way to force the player to keep moving is probably due
the ground's just color-coded from the shader, wasn't meant to be snowy weather. but i guess it kinda does look like snow huh
yeah it's a quirk with the shading, the pipeline is so complex by now I have to spend a while wondering what caused that (been a many weeks since i touched this prototype)
clip from a month or so back, testing obstacles, even though I don't really know if they make the game more or less fun #gamedev #indiedev
alternate outfit test from many weeks back (and showing off some shoulder blades)
milk dudes
all the single babies
prototype from a while back when I was trying out a game where you can only shoot forward (inspired by a browser game) and was curious how it'd feel with a 3D perspective. Feels weird not being able to shoot sideways though #gamedev #indiedev
milk :) the mesh for the milk part inside was made with blender's shrinkwrap and then i used a vertex shader to adjust the top based on fill %. for some reason the blender part was 10x harder than writing the shader
hjello