I'm happy to say I've done a ton of work to try and handle all the edge cases I've found with the minion system. I'm done with it for now and will take this week to implement feedback and controller support.
I'm happy to say I've done a ton of work to try and handle all the edge cases I've found with the minion system. I'm done with it for now and will take this week to implement feedback and controller support.
A furry character sprite in six color schemes
This is a game character for a game jam project I'm working onβI'm trying to implement a feature that lets you choose their color scheme (from a set of presets). And yes, these creatures aren't mammals, they're chimeras; they don't have breasts or nipples. #art #indiedev #gameart #ocsky #solodev
While Rhell has alot of useful spell combos to solve puzzles it also just has some unique silly effects and here are a few of my faaaaaaavourites >:3
#screenshotsaturday #gamedev
Baseball minigame I started on last month for Poppin & Jupa, inspired by the one from Wario Land 4. Jupa doesn't seem all that impressed...
#indiedev #GameMaker #screenshotsaturday
Changing perspective in my #indiegame! πΈ
#gamedev #screenshotsunday
Guys. Zeztz just entered its Kamen Rider vs Creator Organization arc and it's pretty fuckin rad
Oh shit, I forgot to mention, I still haven't finished my own animations for my wolf, so that's a free model and animations from the asset store. This is pretty early, as always, things are subject to change
So the nav agent doesn't move itself and instead is rendered static/disabled. Every random x frames I'm feeding the agent the transform for it's target so that it continually updates it's knowledge of where it should go. The character controller moves the entity according to the agent's data.
around the player a limited number of times, and if the system can't find a suitable spot, instead of forcing it the minion simply won't spawn and the resources will be refunded.
For the latter issue, I decided to use the data from the nav agent to feed into the character controller.
(3/4)
Some key takeaways/issues-to-be-addressed from the last version were minions could be spawned inside of colliders and Unity's nav mesh system and character controller don't particularly interface well. It took tons of research but I finally figured out how to efficiently recursively scan (2/4)
Another behind the scenes look at the development of this minion system. I'm abstracting systems into interfaces in order to make the whole thing lean -- I plan to use it for bosses later, as well, so it has to be modular af in order to be resusable
(1/4)
#ScreenshotSaturday #indieGameDev
Out of all the systems in the game this is my most shaky, the one I'm most likely to cut. I dunno, I hope it resonates, but we'll see.
Finishing up the reimplementation of my last combat system, so soon players will be and to summon minions to fight for them...again. I'm writing it to be a bit more simple, a bit more deterministic, so I can't wait to get it in the hands of some players to see how it shakes out
A screenshot of Endless Aether Starfall showcasing the male playable character, a dark-skinned humanoid with asymmetrical horns. He's in a woodland environment and there's a malaise-skinned deformity tucked away behind him. There's rudimentary UI, including card UI
Oh, and here's an updated look at the first outfit.
#ScreenshotSaturday #indiegamedev #solodev
I'm not dead, just been grinding. I'm incorporating feedback from the playtest, but today I thought I'd take a break to show some progress on the diegetic card UI. I don't use gen AI for anything, so I'm borrowing MtG art for my prototype haha
#screenshotsaturday #indiedev #gamedev
To make Rhell even more complex. The magical elements in its world also have unique behavours even when just interacting with OTHER elements!
Which is funny since originally Rhells game design was about just these element system and didnt have any of the other magic
#gamedev #lowpoly #solodev
Too real
As a kid I always wanted to develop video games. Now I do and I am depressed.
#solodev #gamedev #indiedev #godot
You have a part-time job taking photos of anomalies in the night in Shinjuku.
store.steampowered.com/app/3386350/...
#ScreenshotSaturday #indiedev #gamedev #steam #ShinjukuAnomaly
It's looking like I'll be able to run some play tests with friends soon. Finally finished the tutorial for what I'm describing as a combat preview, and it seems like it's conveying the necessary info well enough for now. Now, on to making the arena
Pretty eerie, I think it looks perfect for a dark fantasy project
Versus Wolves: LANCER | Session 1 feat. β¦β¦
@orbitaldropkick.bsky.social
www.youtube.com/watch?v=MIcx...
Yeah it was really great, congrats to the winner! Such a prodigy at a young age
Back at this bartending job, for the last time this week. One last push for this cowboy. Hello darkness my old friend...
Shit I meant parry, sorry, I got off and I'm tired. I don't know what I'm sayin' I'm surprised I was even able to do this lol
Someone's breaking into somebody's car right now. I need to get out of the hood.
In other news, I implemented a counter in my project. Needs vis and sound FX, but still, progress is good!
#indiegamedev #GamedevInTheGhetto
They nailed it. I think this design is perfect for a darker-tinged RPG
It's gonna be some work to clean her up for release, though.
#indiegamedev
A WIP enemy with a red cloak and hood, and ghostly-white skin
Textures for the previous enemy as well as concept art
A screenshot of the enemy, as rendered in-engine
Still working out the details but I think she's getting to be a really cool design, so here's how the texture work is going as well as how it looks in-engine.
#gamedev #solodev
Animating a new enemy. Took a minute to model this one, but I learned a lot in the process.
#sologamedev