Thank you! Anne nailed their look. Ben’s music for them is one of my favorite things he’s made, too.
Thank you! Anne nailed their look. Ben’s music for them is one of my favorite things he’s made, too.
Some work done on the conversation UI! I tossed together a shader for the background that I think is nice. I'm not 100% sure I'll end up using it in the game, but it came out well enough as an experiment. It's starting to look a lot more together, though!
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Thank you! After several yers of working on the bones, it’s wonderful to finally get to the fun stuff! ^^
A bit of work on some of the menu stuff! Experimenting with colors, but the magenta was just garish. All of the metal on the menus is rusty now... your ship is pretty beat up with the game begins!
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A bunch of cool stuff here! A tiny preview of a killer new musical piece by Ben, a really nicely revamped background for the Y'tori from Anne, and configurable control over background animation speeds. More things come together every day!
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Many boring things and optimizations ... but! Now all backgrounds with windows have a transparent view to whatever location/planet you're currently at.
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This was one of those things that should have been easy, but was very not due to some naive architecture from earlier in the project. But now that this is done, multiple person conversations will be very straightforward!
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Mourn the poor Macrourans. They've fallen victim to editing, and we will not be seeing skunks in Transience. They were too similar to the Hyäne. However... now we'll be seeing the Basurians! They're lovely creatures who just want to drink ranch dressing and hang out...
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So much refactoring... so many bad decisions made two years back XD. This video might look more or less identical to stuff you've seen before, but it's finally ready for some very significant updates from behind the scenes. New features incoming!
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Deep digging in the guts of the code for Transience over the last few days... reworking how animation functions so that multiple characters can all animate properly on the screen at once. But to folks over, check out these cool ship concepts from Brendan!
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More work on the UI for the battle system here! After this, I'll be giving it a bit of a rest and moving to some more work on the backgrounds for the Conversation menu... and a big project will be making conversations able to support multiple characters at once.
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All of the alpha ship assets are now gone, and the harnessing for all future ships is in place! From now on, you'll only see ship designs from Brendan! Also, a host of new graphical bugs introduced after completing some URP material upgrades I had been putting off...
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And here's the nifty lock-on animation when you manage to zero in on your enemy for long enough for the computer to train missiles on them properly! Obviously there will be a cool sound to go along with this eventually as well...
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Work toward replacing the old awful displays that showed shields/heat in a way that was obtrusive and obnoxious. I still need to make them fade in/out in a way that is pleasant, but progress!
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Missiles coming together... Still need to finalize a bit of the system, but I'm able to assign prefabs arbitrarily to them now and the validators ensure that all items of this type have all required objects and animations...
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Things are finally looking more lively! NPCs fly around and change course in planetary systems/location now... more ripping out of very old, very naive code to accomplish this. XD
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Working on the combat engine now... It's glitching out due to code which is SUPPOSED to make ships go over and under one another smoothly rather than bonking into one another. XD
Ah well! Progress, progress.
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Wowza was all of the EVERYTHING for laser weaponry implemented incorrectly. I wrote it all ~2 years back when I first started the project and I did not understand the spatial system in Unity at all. Time consuming but satisfying to get working right!
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Working on getting laser effects in Brendan's models integrated properly. Def had one of those days where the 1s and 0s seemed to be working against me, but a fresh look tomorrow will probably be good. ^^
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Got bootstrap scenes working! It might not look immediately different from the video, but this ensures that scene transitions are smooth, and that there is no gross/choppy framerate for the first second or so that a new scene loads.
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Default music can now be associated with characters/factions/races, and pulled in a hierarchical manner for all actors... Going to be implementing something similar for locations, though it'll be a bit different in function.
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Aaaaand the System Nav stuff is finally ready to be committed/set down for a while. A bit of polish left for later, but it is functional, which is all I need for now. Moving on to music controls now, which pulls me back to Dev Tool land...
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It was the first time I really saw Ben dig into it! Those things are cooler than I had any idea!
Just a little clip of some cool sounds Ben is putting together here! I feel like we've kind of passed a critical threshold with the music recently. Some important pieces are coming together really well.
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Surprisingly difficult to get fine controls dialed in for both mouse and controller... trying various things with ever increasing success! More boring menus. XD
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More work on the System Nav system! It's almost at a point where I'm going to leave it for a bit as I move on to other things. There's still the details window on the right, which will also integrate into known space nav...
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Sketches of the System Navigation, which is coming together. This will just be the first iteration... I haven't decided whether each system in the game will map one to one with one of the stars within it.
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Ok, I am fairly proud of this one. I had a few days full of brick walls and dead ends, but this is what I have been envisioning. The System Map is definitely not yet complete, but this is the LOOK I have been going for.
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Rough few days with less to show for it than I was hoping. Currently working on better organizing the music system so that it'll be easy to associate specific characters/races/locations with particular tunes.
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Mostly behind the scenes things and work on developer tools this past weekend. The only really visible thing was a bug fix. Coms Talk now fades behind the pause screen as intended, rather than just hanging out on top of it.
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