A lot of cleanup and refactoring this week. Now I can do loading screens, which is kinda nice...
#screenshotsaturday #gamedev #indiedev
A lot of cleanup and refactoring this week. Now I can do loading screens, which is kinda nice...
#screenshotsaturday #gamedev #indiedev
Realized that I can sample meshes for position AND velocity during animations to create dynamic weapon effects.
#gamedev #indiedev #pixelart
long story short, I made a new lightning skill. long story long, I went on a mathematical adventure to compute a transformation matrix that orients a billboard along a vector while turning it towards the camera... π΅βπ«
#screenshotsaturday #gamedev #indiedev #pixelart
curiosity made me try out 3rd person point of view... it doesn't _not_ work π€
#screenshotsaturday #gamedev #indiedev #pixelart
Me too, geysir, me too...
#photography #inspirational #nature
first draft of a new enemy with very rough animation π
#screenshotsaturday #gamedev #indiedev #pixelart
there was a bit too mushroom in the dungeon so I invited some fungis to spore up the place π π€‘
#screenshotsaturday #gamedev #indiedev #pixelart
Pimped the level generation a bit to generate more varied levels with more details. With some Wave Function Collapse thrown in for good measure π
#screenshotsaturday #gamedev #indiedev #pixelart
π€How do Puffins deliver mail?
π«See the improved #PuffinParcelPost gameplay trailer!
youtu.be/TQHeD0ziVqM
#IndieGame #GameDev #cozygames #roguelite #Gameplay #Trailer #Puffins #indietech #godot @godotengine.org
You better beelieve it!
These are exclusively structural bees
I have been using bees to debug probeedural level generation again. I'm not sorry. No, I won't bee taking questions. π
#gamedev #indiedev #pixelart
got around to tweaking the lighting to be less harsh and show more detail in dark places
#gamedev #indiedev #pixelart
Added grass this week. Once again I should have just installed an OpenGL debugger at the beginning instead of wasting 4 hours trying to get shadows to work with the grass...
#screenshotsaturday #gamedev #indiedev #pixelart #programming
Added two lightning themed attacks this week π©οΈ π©οΈ π π©οΈ π©οΈ
#screenshotsaturday #gamedev #indiedev #pixelart
To be honest it's to hide that i suck at art π
Thanks! It's 3d with a bunch of custom shaders to get as close to pixelart as possible π
goblins go β‘bzzzzzzzzzβ‘
#gamedev #indiedev #pixelart
lightning goes bzzzzzzzzz
#gamedev #indiedev #pixelart
Projectile modifiers (piercing, forking and chaining) now work together without interfering/replacing each other! I'm sure this will be fine and not cause any balancing issues down the line... π
#screenshotsaturday #gamedev #pixelart #indiedev
Mostly play testing, balancing and fixing the game this week. So here are some gameplay snippets of my "party management dungeon crawler or whatever this is π€· " game
#screenshotsaturday #gamedev #pixelart #indiedev
I have changed level generation to create more natural looking walls... well at least less β¬-y
(it's still Saturday somewhere, right?!)
#screenshotsaturday #gamedev #pixelart #indiedev
Completely reworked mana into a exhaustion&recovery system π₯΅ Too many strong spells in a row will force a short recovery break (hero flashes blue). Managing exhaustion using different spells and items will hopefully bring a new dimension to the game. #screenshotsaturday #gamedev #pixelart #indiedev
I've been trying to improve visual clarity of my game a bit and switched the camera to a 45Β° angle instead of the previous 30Β°. Not sure yet if I like it but it does give a better overview of what's happening π€·
#screenshotsaturday #gamedev #pixelart #indiedev
Implemented a β¨fancyβ¨ menu to change items and set up skills between encounters. It finally paid out to implement a custom UI framework I guess π
#screenshotsaturday #gamedev #pixelart #indiedev
Reworked/fixed lighting & shading this week so the heroes get to take a short break before they once again delve into the dungeon.
#screenshotsaturday #gamedev #pixelart #indiedev
It's 3D with a lot of custom rendering to make it look like a 2D pixel-art game π
Lots of tweaking in the rendering pipeline this week. Increased render size to 640x360 and put animations on a global timer to reduce pixelation artifacts. Added halos to lights and increased the influence of light color on the final outcome.
#screenshotsaturday #gamedev #pixelart #indiedev
A lot of cleanup of lazy coding this week, which helped me pump average framerate to around 1000 FPS during gameplay (1% lows around 600 FPS)! π
#gamedev #pixelart #indiedev #programming
Have been working on making status effects more distinct and interesting. Our little goblin friend had to suffer quite a bit during the last week π π₯ π§ π§ͺ β οΈ
#gamedev #pixelart #indiedev #art