A character editor is here!
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@zet23t
Game dev / game artist Favorite tools: C, Aseprite, Blender Working on: 8-bitBot, a programming puzzle game Wishlist 8-bitBot: https://store.steampowered.com/app/3959370/8bitBot/ Twitter: @zet23t Blog: https://quakatoo.com
A character editor is here!
#gamedev #indiegame #indiedev #pixelart
I worked on the next devlog, but it will take another day before I can upload it ... having not much time at all right now :(
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Just noticed that this screen needs also a rework.
I think it makes sense to show the campaign board and the level solution playback. Since the campaign can have non-linear levels, the "next level" selection makes no sense any more.
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I think this can count as "finished". It is less spectacular than I was aiming for, but ... I can come back at it when I have "finished" the other missing parts.
Next things to work on: Adding SFX playback to the intro cut scene and adding an outro cut scene.
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Once this campaign map thing can be considered done (not like I am ever done with anything...), I should maybe update some videos on steam and hope I get a few more wishlists per day than just around 1. With the intro, it hopefully looks more intriguing to interested people.
It's not fully done yet and I have so many more ideas what I could do with this PCB board design in the UI - but, I think I am procrastinating here. I have to finish this rework and get the intro done, too (some SFX is missing).
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This opens a lot of ways to make these boards look more interesting. At least to me, this looks like a very fitting concept for a game that is teaching programming principles. Another idea I had is, that there could be a PCB trophy room with collected board designs.
I had a couple of ideas that I find very intriguing;
I have replaced the binary states that LEDs used with 32bit integer registers and LEDs point to individual bit values. The LEDs in this video show the current startup time in milliseconds in binary form.
I love this.
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HA! It works. The LED to the next unlocked level is lit. The thing that's special about it: The layout of the circuit board is a text file and the lit state is configured in the text file. I have some creative ideas what to do with it, hehehe π
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Working on the LED renderings... fine tuning individual pixel appearances. The 3d effect is more or less sprite stacking. Except I am not using sprites but individual quads.
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Quite a bit too much effort just for "fluff graphics". As always, I kind of struggle to set myself proper boundaries. But then again, interesting looking graphics are for me the easiest kind of marketing.
At least I _hope_ that it looks interesting
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I've never designed PCBs and it probably shows now π
It just needs to look a bit fancy. Now I'll need animated LEDs and resistors and capacitors.
The format is, once again, used to feed a mini bytecode execution engine with data.
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Maybe I'll make the whole popup look like an ISA circuit board. The left and right level previews would become integrated displays. I could even pixelate them and use a lowres LCD filter on it...
Then again, I have to finish the game at some point π
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Work in progress comparison of the ongoing design refinement of the campaign level selection. I want to convert the grid of buttons into a circuit board. I have a rough idea in my head how this could look in the final implementation ...
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I've just uploaded a new devlog video about last week's progress π₯³
The cutscene I work on is like 80% done and I start wondering how I will integrate it. I think I want to
change this campaign overview a bit; A button for each encountered cutscene. Grid aligned buttons. Levels that have conditions to become available...
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π€£ I am trying to get this view set up to make the bot look like it is talking, but now I am laughing more than reasonably making sense.
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I need to get the perspectives right...
Obviously it was the same mistake on my end as the last time. Making the same mistake repeatedly...
I want to render another 3d model into a render texture, so I am using the same code path as for the tutorial character and ... something breaks and it affects other systems, too. No crash. Just broken.
Moments I want to flip the table.
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Sidenote: I am getting more comfortable with editing my recordings (took me long enough). After using #OpenShot in the beginning, I switched now to #ShotCut and I find the handling more convenient. I am not using anything fancy; just cutting out audio takes and video parts. Easy enough.
#gamedev
There a few things I need to get the first rough version of the cutscene working:
- Control props from tutorial (switch on/off)
- Speech bubble character must be exchangeable
- Play sounds via tutorial script
I think that would suffice as minimal feature set
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Back to the cut scene, I am confused why I see nothing. At least the lights of the modem tell me, that a level got loaded π
Not sure what I broke here. Probably I added some new setting and now I am ...
oh right. I added the max light attenuation, which probably is 0 here π
#goodwetalkedaboutit
Crazy day yesterday, I didn't get to work on 8-bitBot at all. I did, at least, add a new puzzle.
Now working on the last bits of functionality for the reworked object editing: Snapping.
Gamepad input handling for this menu is also on my to-do list π΅βπ«
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Thank you letting me know π
This goes both ways.
Ohhhh, that's looking so cute! Is this SDF based modeling?
Yeah, it's a bit unconventional compared to 3d modeling software, but I hope this way it integrates well with gamepad support. I still have to test that out...
Busy day, very little time to work on this. But most buttons are now functional. Snapping is still missing. Next to some other bits - and improvements I would like to have on top...
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The 3D icons for manipulating the objects were quite a hack and I wanted to replace it for quite some time.
I think I found another hack to make it work without rewriting much of that code π
This might even handle gamepad input π€
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A very short video I made on how I notice how lighting effects the visual appearance of my levels and revisiting these levels to add lights too every level in the game: