Wishlist here! My goal is to release the game later this year, hopefully in fall
@doodle.arcticpolygon.com
Hi, I draw comics and make games! Wishlist Sparky's Sketch Quest: https://store.steampowered.com/app/4407780/Sparkys_Sketch_Quest/ Play Critter Drifters: https://store.steampowered.com/app/3755680/Critter_Drifters/ Comics: https://www.arcticpolygon.com
Wishlist here! My goal is to release the game later this year, hopefully in fall
Working on a slide area! At some point I think I also might do an avalanche segment where you have to outrun it and the camera is backwards.
#godot #gamedev #indiedev
I've now reached the point in Pokopia where I tirelessly work my pokemon to chop wood and smelt things for me day and night. That is the price to pay to live in post-apocalyptic Dittopia.
Pokopia is, so far, a giant exercise for my terrible short term memory skills
The plan for this level is to have a bit of hidden linearity. To get to the top, you'll need to progress upward. And then once you're up there I'll have a way to enable the gondola as a shortcut.
I should probably stop just making cliffs and tunnels for a bit. It's oddly therapeutic in a way, but I need to focus on y'know...actual gameplay stuff that isn't just an empty terrain playground
I'm glad I spent some time really nailing the ledge-grabbing mechanic in this early on. Having the ability to make little rock-climbing challenges is pretty neat
#godot #gamedev #indiedev
Feeling impulsive...might buy the pokemon minecraft dragon quest animal crossing game
Definitely at some point, the vibes alone are a must have.
For real, yeah. Goes for any creative discipline, you can't let the bad days get you down!
The number of times I've felt self-doubt about my game, and then felt better after just applying some textures to the level geometry...is at least a handful of times now.
Pretty much! The tech is impressive, but I fear becoming dependent on ANYTHING locked behind a subscription, let alone one tied to my livelihood. That's why every AI company is willing to bleed money right now, they want that future market share locked in so they can jack up the price later.
The "skill ramp" to using it is basically a flat plane if you're technically competent already.
That's how I feel too. I've used claude code, begrudgingly, because I feel pressure from my employer. Not because I fear about getting left behind though, but because I foresee future job interviews where every company thinks you're a luddite for not being able to talk about the latest tech.
Attempting to make a rideable gondola. Gotta fix the fact you can draw lines in mid-air now, but overall it seems to work!
#godot #gamedev #indiedev
Started a new level! The nugget of inspiration was a gondola. I did start with a more "organic" terrain at first but I feel like that's a dead-end design-wise, so I'm leaning into cliffs instead.
I'm also considering making the pencil-surfing a special area kind of thing -- not part of the moveset.
McGovern: How the hell is this America first? You guys broke your top campaign promise. Good luck with that. I hope the defense contractor money was worth it. Shame on you all. The mask is off. You're all just a bunch of pathetic Neocon Warmongers.
This is both extremely frustrating and gratifying to listen to. Just relentless, righteous pressing against wrongdoing...followed by stonewalling bullshit.
The thing about the surfing mechanic is that I have to consider it when designing all levels, and it's hard to reign in something so physical and velocity-based. I already have enough difficulty making the pogo-jump not make traversal too easy.
Started a new level! The nugget of inspiration was a gondola. I did start with a more "organic" terrain at first but I feel like that's a dead-end design-wise, so I'm leaning into cliffs instead.
I'm also considering making the pencil-surfing a special area kind of thing -- not part of the moveset.
I've actually fully integrated Al into my workflow!
...his full name is Alfred but I like shortening his name to sound cool.
My game now has a Steam page, and it's called Sparky's Sketch Quest! Reasoning behind the name further below.
If you're interested, please give it a wishlist on Steam!
store.steampowered.com/app/4407780/...
#godot #gamedev #indiedev #steam
The name has multiple connections:
"Sparky" because they needed a name, and since they draw electrical paths, it felt fitting. And "Sketch Quest" because sketching is what you do with a pencil, and it sounds just like "fetch quest", which is basically what a collect-a-thon platformer is!
My game now has a Steam page, and it's called Sparky's Sketch Quest! Reasoning behind the name further below.
If you're interested, please give it a wishlist on Steam!
store.steampowered.com/app/4407780/...
#godot #gamedev #indiedev #steam
One of the things I love about gamedev is you can choose to go full math mode, if you really want to...or you can just be like "I'll do a bunch of raycasts and kinda just fudge it" and it's fine.
Okay yeah I think this is the winner. Needs a little tuning to feel right but I think it'll get the job done.
I do 8 vertical raycasts very close to the player's position and just lerp their velocity toward the one that goes furthest downward.
Or...I could switch out the player for a RigidBody3D, but I really don't want to be swapping between that and CharacterBody3D. That just feels like a recipe for disaster.
I feel like a naive approach could be to do like 8 vertical raycasts in a circle around the player, then just choose the one that goes the furthest down from their height.
Honestly might just do that...