To be honest, this project got started as a “Fine, I’ll do it myself” moment.
To be honest, this project got started as a “Fine, I’ll do it myself” moment.
When you try to run away from a melee boss, and turns out it's deadlier from a distance.
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Modeling the tavern with all its details. The best part gamedev has to be all the little easter eggs you can add, like the family dogs 🐶
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Still in the air, but I’ll probably go for unlockable checkpoints (both surface and underground) like in BoTW, and then a fast travel mechanic to go around.
I'll consider that a compliment, hahah. Shows how good the games were with all the little details.
More interiors! This is the library, where you can learn all kinds of lore. Also working on the post office, police station, general store, The Guild™, and many more worldbuilding bits.
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Making some NPCs to go with the city.
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Same here. I’ve found that it’s best to accept these routs and to just go out. Nature helps with creativity because that’s where it comes from.
Working on the workshop interior. I wanted a cozy old-style shop from the 40s combined with MML style junk shop. It's taking shape!
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It was the Sharukurusu I think. But yeah, it was very basic and involved little to no strategy. I’m trying to make each enemy an eventful encounter, with complementary abilities.
Enemies in Megaman Legends all died to basic strafing and shooting. So I gave them dodging to make things more exciting! Also, cooler enemy explosions.
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I guess it depends on the content. If all you do is shitposts, will people be interested when you actually post gameplay? Are your followers relevant?
Also, I got my inspiration by looking at the encounter with Bon Bonne from MML1. Turns out the missiles are drill-tipped baby feeding bottles, ha!
If you don't see me posting, that's because I'm working on details you won't see, but will surely enjoy. Like smarter AI for enemies, or a homing missile component for projectiles! Which are garbage can shaped, for now.
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I started directly on Godot with only webdev experience before. The editor has its quirks, but the learning experience in only 6 months has been incredibly smooth. To top it off, I can see so many good features getting added in a matter of months, not years.
I am trying to deviate from MML in that regard and going more Zelda-like. The dungeons were too simplistic and kind of a chore at times, so I’m adding landmarks and small puzzle-like rooms. Still very action oriented though.
For sure. I’m still deciding on the implementation of unexplored areas, plus whether there will be a map or a terminal that shows everything. The idea is to have plenty of secret areas, so there will be a discoverable map either way.
Finally added a minimap! In the end, decided to make them by hand— more work, but nicer. All the pieces are coming together!
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Ooparts is basically the reason I loved MML so much that I got started on gamedev! The ruins aspect won me over.
Learning to make static renders. And also preparing a miniboss!
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That grenade-style hair is actually pretty clever! Also loving the UV-based facial expressions.
Yeah, as it is now it’s barely a work in progress. I just couldn’t wait to show off 😆
Working on a casual outfit for Erissa. Can't go around town with full armor!
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But why not switch the player to a falling position at gravity speed instead of sticking it downward? In theory, you will eventually land on something. I find following real physics helps when coding player behavior.
Spot on! Sending smaller enemies flying is yet to come.
In most games, you take fall damage. In Adamant Heart, the landing goes a different way.
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Some weapon designs. What’s your favorite type?
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For the town, I'm trying to give it a cozy vibe with small alleys and open plazas, like a more rural town. I'd love to make it into a treasure hunt in disguise, like with Metroidvanias :)
Hard agree. For exteriors I'm still adding decorations (plants, npcs, bins, boxes...), which should allow for plenty of interaction and treasure hunting. For ruins, I'm going for connected rooms like a Metroidvania-- similar to Legends, but more puzzling and complex architecture.
As a kid, this was fun. As an adult, this feels surprisingly... dark