Starting to look more like a game. Mineable materials, hazardous stalactites and vents, and basic scanning. Still not adding art yet, but experimenting with color palettes has been fun.
Starting to look more like a game. Mineable materials, hazardous stalactites and vents, and basic scanning. Still not adding art yet, but experimenting with color palettes has been fun.
Destruction now recalculates the exposed grid cells. Destroying a tile triggers a flood fill from that position to update cells. Performs well on this small grid, but will need to test further
#gamedev
With the lights turned on
Used a flood fill to detect the edges, then obscured inner tiles and caverns. Still need to figure out how to update edges when players mine tiles
#gamedev
Made some progress on resource generation. The idea is to have players be able to mine resources for vessel upgrades, with penalties for destroying wildlife
#gamedev
I just feel like it would be a missed opportunity if I don't make the professor of the marine lab an actual cat
Thinking that blending these handcrafted sections in seamlessly could be challenging. One experiment idea: generate the caves, drop in the handcrafted section, then run more CA generations, but with "protected" cells that cannot be overwritten
Brainstorming ways to deal with navigability of CA caves. I'm thinking the solution is a combination of:
- highly destructible terrain (low resource cost for player)
- mixing in handcrafted sections (a la Spelunky, Noita)
Cellular automata cave generation
Working on a new prototype, a game about navigating sea caves in pursuit of science! Starting off with floaty motion, basic physics, destructible terrain, and cellular automata cave formations with plants (green) and ore veins (yellow). More coming soon! π #dragonruby #gamedev
Havenβt been on here in a bit, so I thought Iβd share a small physics puzzler #playdate game I published recently! outofsample.itch.io/slime-lab
n e w g a m e a l e r t
DUST BUNNY !!
adamatomic.itch.io/dust-bunny
π§Ή Sweep up the D U S T
π° bnuy (regular style rabbit) (nothing weird going on)
π₯΅ 30 levels !!
π no sounds i just was too sleepy to do it
π² pretty nice on the ol pocketphone
All Summer Slow Jams 2025 banners: The June Puzzle Jam, July Party Jam, and August Parody Jam. The "puzzle" banner shows JamWolf and CubePig competing in a Tetris-style game with a smattering of different game references. The "party" banner shows PIGSquad characters moving across a Mario-Party-style game board. The "parody" banner shows JamWolf and CubePig witnessing a cast of bootleg videogame characters coming out of a TV in front of them.
Summer Slow Jams dates and themes are live for June, July, and August!
Learn and collaborate with the community to make games every month this summer π
Huge thanks to @art-mino.bsky.social for this year's awesome art!
Time to games together π
Airships, ghosts, challenges, player stat tracking, new terrain, new VFX, and a blimpful of bugfixes!
youtu.be/Kks4M9M0upA
#gamedev
Airships bayybeeeee
First #screenshotsaturday in a while, still recovering from brain stuff. New camera! No longer locked so now you can see all the nice vistas. #godot4 #gamedev #indiedev
And also importing the goblin week models.
treebeard and the hobbits
#thelordoftherings
New flight test as we start putting the pieces together!
www.youtube.com/watch?v=mUnb...
#gamedev #flight
Three large, gangly, white chicks with large orange beaks stand together in the bushes. Two looking up towards the third and all looking intense. But also goofy
Today's dose of cute is a trio of Great Egret chicks who look like they're having a serious meeting. About the availability of fish perhaps. Those are some chunky legs and enormous feet!
#birds πΏ
Quick update vid. New level designs emphasize a flowy, skatepark-like experience. We're rapidly approaching v0.3 with many things still "in flight", couldn't be more stoked about the direction!
youtu.be/eXrN5E3CWzI
#gamedev
I made a little cutout of the Ironclad from @megacrit.com βs Slay the Spire!
boom
#indiegamedev #gamedev #psx
Thanks! Itβs playable but next release v0.3 will have way better flow with new level design and flight mechanics
Quick clip. It's getting easier to dial in the flip-into-dive maneuvering with the recent control improvements
youtu.be/D-yGxoxu-8Y
Working on a water shader using a displacement map (gradient noise) over voronoi, both scrolling. Only works on a flat plane for now, but looks kinda cool stretched across the waterfall
Flight testing ongoing for v0.3. Experimenting with new obstacles, flight mechanics, and cloud shaders!
www.youtube.com/watch?v=RklR...
Testing some big changes to movement mechanics, enabling smoother and more skilled flying!
youtu.be/7uYpT8C-4Jw
Excited to show off our Sun Skimmer v0.2.0 update! Many things in flux this cycle, very excited about the direction. Full devlog:
outofsample.itch.io/sun-skimmer/...
#gamedev #flyinggame
Having one of those days where Iβm trying to code but my mind is stuck inside a Windows 95 screensaver youtu.be/oRL5durPleI?...
Kicking off a new dev cycle on Sun Skimmer! Some key tasks (target Jan 2):
- Tutorial
- Improved flight mechanics
- Ordered/timed challenges
- Wind currents
- Camera controls
- Bird -> Glider
- Refined art direction
- Terrain updates
More Flight Log vids coming soon!
#gamedev
Flight Log 2: new day, new route! #gamedev
www.youtube.com/watch?v=3krd...