The King Who Was Trapped in a Cursed Sword by a Treacherous Wizard by Mist Realms, hawtorn, durkbla, xose122, Frenesis
The King Who Was Trapped in a Cursed Sword is a deckbuilder RPG with real-time synchronized combat.
Hey! These past two weeks, I joined the #PirateJam with 4 other teammates and we created this game, which you can play for free. Hope you enjoy it!
mist-realms.itch.io/the-king-who...
#indiedev #indiegame #gamedev #screenshotsaturday #indiegamedev #unity #Roguelite #Deckbuilder #Itchio
01.02.2025 12:24
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Very good job! π
04.01.2025 14:18
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(part 2/2)
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
04.01.2025 14:10
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A walk through a procedural forest of 16 kmΒ².
(part 1/2)
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04.01.2025 14:10
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(part 2/2)
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
04.01.2025 14:01
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I have been optimizing the creation of the trees. There is still work to do but for now it is good enough. π
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
(part 1/2)
04.01.2025 14:01
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This week I've been commenting and optimizing code, so... here some more trees π. A bit of how they work with the LOD system.
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
28.12.2024 13:41
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Testing adding trees massively in a 32 kmΒ² surface.
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
28.12.2024 13:41
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Fixed a bug where chunks sometimes didn't get their neighbors correctly and therefore blocks on edges weren't created well. (I hope this doesn't give me more problems).
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
28.12.2024 13:41
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I have been working a little more on the trees to deactivate them together with the chunks.
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
28.12.2024 13:41
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Happy Holidays, folks!
#madewithunity #indiedev #gamedev #procedural #procgen
#voxel #indiegame
24.12.2024 13:29
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Thank you! β€οΈ I didn't want to lose everything I uploaded to Twitter because I don't think I'll be posting anything else there. If you don't pay for the blue check, you barely have any visibility, so it's a pretty useless social network.
21.12.2024 19:29
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Yes, creating the mesh using shaders is something I studied in the past, but my knowledge of shaders is limited, so it's not a path I could pursue. However, there's no doubt that creating and modifying the terrain with the GPU would be incredibly fast.
21.12.2024 19:27
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Thank you. βΊοΈ
21.12.2024 19:16
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One of the things I wanted to test with the new slopes in the terrain generator was inverse kinematics (IK).
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
21.12.2024 19:14
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Slopes (almost) completed. There are still some aspects to be polished and fix some bugs, but the result is quite good and I'm happy with it.
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
21.12.2024 19:13
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(2/2)
21.12.2024 19:09
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Another song: (1/2)
#madewithunity #indiedev #gamedev #procedural #procgen #indiegame #screenshotsaturday
21.12.2024 19:09
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(2/2)
21.12.2024 19:06
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Along with Marma Music (www.marmamusic.com) we are creating an asset to generate random music in runtime that I will include in my game.
Enable the sound to listen to the song:
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
(1/2)
21.12.2024 19:06
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I know I am being monothematic, but I keep fixing the slopes. I want to finish this before moving on to something else.
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
21.12.2024 18:56
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Finally! Chunks with slopes are now correctly created.
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
21.12.2024 18:55
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That's absolutely true, and it's also a constant. π€£ Fortunately, these issues have been resolved. I'm posting this devlogs from my Twitter account here.
18.12.2024 21:28
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These messages are old, from my Twitter account. Iβve solved many performance issues since then.
The biggest bottleneck in my terrain generator is the instantiation of meshes in the scene, which I couldnβt multithread in Unity. But with the new Jobs system and ECS, I might be able to fix that.
18.12.2024 21:26
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Is there still room left? I would like to join. π
18.12.2024 21:18
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I realized that the new algorithm that creates chunks using the neighboring blocks had slowed down the creation of the terrain and also freezed the game several times for a few micro seconds, very annoying.
#madewithunity #indiedev #gamedev #indiegame #screenshotsaturday #procedural #voxel #procgen
14.12.2024 00:44
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Optimizing the creation of chunks of terrain.
#madewithunity #indiedev #gamedev #indiegame #screenshotsaturday #procedural #voxel #procgen
14.12.2024 00:44
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Finally, the chunks look at the blocks of their neighbors to create correct normal vectors. Now I have to add the slopes when they check neighbors. π
#madewithunity #indiedev #gamedev #indiegame #screenshotsaturday #procedural #voxel #procgen
14.12.2024 00:38
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I'm working on correctly creating normal vectors on the sides and in the corners of the terrain chunks, using the information from the blocks of the neighboring chunks. It's turned out to be somewhat tricky.
#madewithunity #indiedev #gamedev #indiegame #screenshotsaturday #procedural #voxel
14.12.2024 00:36
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I still have some problems (because the terrain is generated with multithreads) but it supports those speeds that generate the corresponding chunk of terrain without errors.
14.12.2024 00:34
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