Working on smoke. #indiedev #gamedev #indiegames #gamedevelopment
Working on smoke. #indiedev #gamedev #indiegames #gamedevelopment
These concept drawings were created long before active development on War Video Report started. The early vision for the game was for a much more scripted playing experience, whereas now we are aiming for an immersive world with emergent events and gameplay. #indiedev #gamedev #screenshotsaturday
As many first time devs, we have a lot to learn about scope. Our map has become more condensed. And over time, we gained some clarity about what level design elements are fundamental for the experience we aim for with War Video Report. #gamedev #indiedev
No health or stamina bar. No counter for ammunition. Only the visuals of your character will guide your decisions in our upcoming game.
Here, you can see each of the ~650 handmade sprites needed for the soldier. It took many iterations, and we are very happy with the result.
#indiedev #gamedev
Multiple levels of cover, destruction states and a new unit: This week's behind the scenes shows our internal gameplay test for the infantry vehicle. 🎧 #indiedev #gamedev
We set up the way the game handles saves and loads. As a side effect respawning is now much smoother than before. #gamedev #indiedev
Explosions heard far away. Closing in. Zero line. Daily commute. Contact. We listen, we look, we play - filtered and protected. Lives end on an anonymous battlefield. On our screen. Not on our screen.
War Video Report, a game by periphery, is coming soon.
This is our game War Video Report. We have already developed a 2D isometric system and the core game logic. Now we are working on the assets and the layout of our world. You can have a look into our progress at our bsky page. Happy to hear your feedback :) #screenshotsaturday #gamedev #indiedev
The game' trigger system in action. The colored elements are a debug visualization of invisible triggers in the world. Once the line is crossed the trigger event happens. Triggers cause enemy spawns, artillery bombardement, ambient sound changes and also some scripted events. #gamedev #indiedev
Here is a prototype for the trigger system of our game and then the actual implementation. It does not look like much, but getting this to work was quite some effort. Prototyping systems in a separate small program works out well. #gamedev #indiedev
Here the destruction system of War Video Report in action. architecture assets are not final. We are still establishing a workflow that balances the demands of the isometric world, the look and not least: efficiency. #indiedev #gamedev
We brought War Video Report quite a bit forward this year. With most basic systems in place we are looking forward to building this world next year. Thanks for following us! #indiedev #gamedev
Some finetuning on our enemy AI. The enemy soldier has a few behaviours: take cover, chase, attack, evade and dying. The difficulty lies in separating the conditions for each behaviour properly, to avoid the system getting stuck in one state. #indiedev #gamedev
🎧 We now have a system to place ambient sounds and background music into the game world. #indiedev #gamedev
This is a screenshot of our monochrome game War Video Report showing the pixelart look and the destruction states of the new assets for the first time.
War Video Report undergoes a major look update at the moment. We will soon share a bigger blogpost here where we show the look dev progress in detail. #indiedev #gamedev
A small detail - custom spawn points for bullets. Mimicking an isometric perspective in 2D needs lots of little tweaks like this. #indiedev #gamedev
We have adapted the persistent destruction system to the main game. All the destruction is reloaded after death and after restart. #gamedev #indiedev
An important feature of our game is, that the world becomes more and more destroyed the more you play. In this simple proto we set up a save state, that remembers the world and loads the same destroyed world when the game is started again. #indiedev #gamedev
We are actively working on our first test map. Here are early sketches to explore asset- and level design. #gamedev #indiedev #conceptart #leveldesign #lookdev
Music will have a small, but important role in War Video Report. Here one of our early explorations. #gamedev #indiedev #gamemusic
Thirty seconds of gameplay, of where we're at. #gamedev #indiedev #WarVideoReport
Thank‘s for your feedback and lovely words! This means a lot to us. We are tweaking the asset production pipeline and style guide rn to get better visual readability. There will be a bigger post in 2 to 3 weeks and we are eager to hear your thoughts on it.
While working on all game systems, we are in the midst of tweaking the look of our game. Our vision is a 1-bit look reminiscent of thermal imaging.
#indiedev #gamedev
A sketch of one of our enemy AI final state machines. We realized planning the FSM out carefully first on paper helped a lot. Each arrow represents a state transition that is conditioned by a set of Booleans. The exit conditions are shown in the "Exit State Matrix" on the left. #gamedev #indiedev
We now have a system, that detects objects between explosions and the player and takes into account how they dampen the blast. In the video you see how the "expl.objdamp" value goes up, as the violet probe passes through the walls.
#indiedev #gamedev #indiegames #gamedevelopment
The concept of „fun“ in a war game is something we are questioning in „War Video Report“. If you are interested, we describe the mood we are going for in our pinned post:
We are adding mechanics bit by bit. Here fpv drones are chasing and attacking the player.
#indiedev #gamedev #indiegames #gamedevelopment
We made progress with enemy AI in the last weeks. Surprisingly it does not take much to make a very mean enemy, especially when you give them grenades. #indiedev #gamedev #indiegames #gamedevelopment
Glad you like it! The next one is already in the making :)
We are proudly re-inventing the wheel for the purpose of learning. ;)