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#ArkDefender

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This week in the port of #ArkDefender (a #roguelike #missilecommand where you defend from threats external & internal) we finished reimplementing damage effects for the stellar spores, allowing holes when it’s hit.
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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This week in the port of #ArkDefender (a #roguelike #missilecommand where you protect the last of humanity) with the slower pace of background transitions we had to speed up the effect for the Hellspawn Station.
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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In porting #ArkDefender (a #missilecommand #roguelike where you defend from threats external & internal) to #Godot we’re testing the precursor boss reimplementation. Short notes, don’t mess with it.
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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This week in the port of #ArkDefender (a #roguelike #missilecommand where you guard humanity’s remnants) to #Godot, we started testing boss implementations. This week, the hostile Ark. Fine tuned it a bit also.
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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While most of our focus is on fixing bugs in the porting of #ArkDefender from #Unity to #Godot, we occasionally take sidebars for easy QoL things. e.g. adding quick info buttons on faction selection.
#roguelike #indiedev #spacegame #indiegames #indiegame #IndieGameDev #2dgame

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This week in the port of #ArkDefender (a #roguelike #missilecommand about flying through space, fighting aliens, & fending off evil cults) we got the experimental Ark’s Grid Cannon ability working in the #Godot build.
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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This week in porting #ArkDefender (a #roguelike #missilecommand where you defend from threats external & internal) to #Godot we got the MDK Ark’s Crease Drive working letting you tear across dimensions!
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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The VNTII Nova Bomb, the super weapon in #ArkDefender (a #roguelike #missilecommand where you defend humanity’s remnants), ported to #Godot & mostly just worked! And it still looks cool in the Godot port.
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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Unlike the Hellspawn, the VNTII Nova Bomb, the super weapon in #ArkDefender (a #roguelike #missilecommand where you defend humanity’s remnants), worked with minimal effort. Still looks cool in the #Godot port.
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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The Hellspawn faction in our #ArkDefender (#roguelike #missilecommand about guarding the last humans) port to #Godot is being difficult. Their sprite masks needed a redo & it took days to fix their pathing. But finally. Done!
#indiedev #indiegame #IndieGameDev #screenshotsaturday

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Maybe when we reach parity we will add other holiday themed skins beyond the Valentines Day one to the #Godot port of #ArkDefender (a #missilecommand #roguelike where you defend from hostile aliens & invasive cults).
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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I don’t remember why we added valentines skins anymore, but they still work in the #Godot port of #ArkDefender (a #roguelike #missilecommand where you defend from threats external & internal).
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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Many of the "as-we-go" revisions to in the port of #ArkDefender to #Godot involve the UI. One such was a rework of many of the upgrade icons to be more consistent (& single entities in engine).
#roguelike #indiedev #spacegame #indiegames #indiegame #IndieGameDev #2dgame

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While the flak in the #ArkDefender port worked pretty much out of the gate in #Godot, we have been tinkering with the visuals quite a bit to get a better look.
#roguelike #indiedev #spacegame #indiegames #indiegame #IndieGameDev #2dgame

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While the main focus of the #ArkDefender port has been reaching feature parity with the #Unity version, some bits have been revised as we go along. e.g. the Skins menu was moved to be part of the Ark selection flow.
#roguelike #indiedev #spacegame #indiegames #indiegame #IndieGameDev #2dgame

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The final big piece of the port of #ArkDefender (a #roguelike #missilecommand where you defend from threat external & internal) is the encounter system. It mostly worked, but required some JSON edits to work in #Godot.
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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This week in our porting of #ArkDefender to #Godot (a #roguelike #missilecommand where you defend from aliens, evil cults, & more) we got the support flotilla ships working! Extra pop space, missile production, & more!
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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This week in porting #ArkDefender (a #roguelike #missilecommand where you defend from aliens, evil cults, & more) to #Godot we got upgrade screens ported. They were a mess in #Unity & took forever to port & scale!
#roguelike #indiedev #spacegame #indiegames #indiegame #IndieGameDev #2dgame

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This week in our port of #ArkDefender (a #missilecommand #roguelike where you defend from external & internal) into #Godot we re-implemented the gravity well natural danger! Pulls missiles & asteroids alike off course.
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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This week in porting #ArkDefender (a #roguelike #missilecommand where you defend from aliens, evil cults, & more) we re-implemented the radiation field “weather” effect that obscure visions & drains shields.
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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This week in our porting of #ArkDefender (a #missilecommand #roguelike where you protect the remnants of humanity) from #Unity to #Godot we got the rest of the weapons working (flak, gravity bombs, & more)!
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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This week in our porting of #ArkDefender (a #missilecommand #roguelike where you defend from aliens, evil cults, & more) from #Unity to #Godot we got enemies up & running. Years old code is rough but they work!
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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A recurring pain in porting #ArkDefender is how each engine does particles. In #Unity a particle trail is a ribbon, in #Godot it is not. This meant (among other VFX) we had to redo our lightning burst.
#roguelike #indiedev #spacegame #indiegames #indiegame #IndieGameDev #2dgame

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An important step to recapturing the look of #ArkDefender when porting from #Unity to #Godot is the background transitions. We had to rework shader inputs to account for tiling when we upgraded the implementation.
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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1st step on rebuilding our #Unity game, #ArkDefender (a #missilecommand #roguelike where you protect humanity’s remnants from dangers), in #Godot is getting missiles firing (& OPL rotation) & asteroids exploding.
#indiedev #indiegame #IndieGameDev #2dgame #screenshotsaturday

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Something we discovered while porting #ArkDefender from #Unity is that, as of this porting, #Godot doesn’t have a built-in trail node for 3D, fortunately, it does have free plug-ins that work!
#roguelike #indiedev #spacegame #indiegames #indiegame #IndieGameDev #2dgame

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The porting process of #ArkDefender has gone smoother than expected, and a big help on that front is the wrappers we made for #Godot nodes that implement #Unity function calls to allow more code reuse.
#roguelike #indiedev #spacegame #indiegames #indiegame #IndieGameDev #2dgame

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This week we are announcing a new project. Sort of. We've been porting our game #ArkDefender from #Unity to #Godot. And once we reach parity, we’ll be adding stuff for a Waiting for Laouylik Update!
#indiedev #gamedesign #indiegame #IndieGameDev #2dgame #screenshotsaturday

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Before the #SteamWinterSale ends, we have 3 #indiegames on sale! In #ArkDefender defend the Ark against everything from hostile aliens to evil cults; in #TheyDugTooDeep defeat the swarms the dwarves unleashed; or defend the city from evil by mixing towers in #TowerAlchemy.

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