oh noo Not another side quest for me...
oh noo Not another side quest for me...
Someone should do a proper, simple, maintained implementation of 3D Trails in Godot.
Not thinking of anyone in particular but my ouija board weirdly spelled out this handle @rokojori.com
:O
Hahaha amazing. I will brew you a good one. that was fast!
I implemented events and dialogs into my forest-defense game. Things are taking shape slowly. #indiedev #godotengine #gamedev #gamedesign
#pixelart #darkfantasy
oh we got that one too. pretty good and also a fun format !
no guarantees. ^^ I would have tried this first with a color picker if I was in a PC. So this is just a hunch from my phone.
Btw. Merry Christmas, mate
art style is so juicy damn...
good to hear you are thinking of doing more with it the menu
I just like the earthy / rusty tones it has so far and I think that if I were to use blue with that at all I would probably use a more desaturated slightly darker one which is maybe closer to a green hue.
tbh I don't like the menu buttons blue colors, I think a bright blue should be used sparingly with the rest of your palette and I think the blurred borders of the buttons clash with the angular retro whiteout style of the game.
The circular menu itself slaps however!
I just realized I mistrust pill tabs
ICYMI, my games are bundled together for a pretty big discount:
itch.io/s/175487/win...
Biggest discount of Bundle of Joy to date, and %90 of sales go directly to Essay Games' future project development.
Tell your narrative-game-sicko friends
Thanks buddy thanks π
repost with hashtags!
its too good
obligatory like
For now however the problem was that it was really difficult to move any existing parts around since the whole world and terrain is built on a heightmap. Requiring that I rebuild parts of that world if I want to move puzzles / challenges.
Yes it does make sense to focus on fewer mechanics with more variables. Some mechanics are also 80% there already.
I reckon I must create small (movement) puzzles, and then later place them in the open world.
1/x π§΅
Ok so.
I have clusters of elements that work well together.
I have somewhat of a scaffolding for the larger structure of the game world/ progression.
However, I am still struggling to create a cohesive whole out of all that from the micro to the macro layer.
I know that @lewisgordon.bsky.social already championed Bundle of Joy for @vulture.com, but it is very heart warming to see my lilβ game about becoming a dad during the pandemic featured in this incredible list:
www.vulture.com/article/best...
Thank you!
been working on an intense stylized skybox shader.
Next steps are mostly tweaking the colors, getting rid of some of the banding in the blues, and get more bloom of the sun colors to be absorbed and scattered in the clouds.
#GodotEngine
Aaah. I prefer the lensflares!
I don't understand what's going on here
Could be less work and you can 3d print some figurines
You could maybe make them in magica voxel and then just render out each of the sides?
Can someone explain SLIC super pixels to me?
Hmm I wanna be in the game. If you want the pixelated characters from real life people I think u need to at least reduce the color palette more to one that fits the game but even then it will be difficult
I am sorry :/
Pixel art characters 100%
I am literally starting the game design of spirebound today. There hasn't gone a single thought into it yet. But it is the new hyperfocus from now on.
Donate to the snake!