Another #PixelArt daily done! :) Ironleaf.
You can grab the full-quality versions (for free) here: https://ko-fi.com/i/IC0C11ERVOU
ENJOY!
Another #PixelArt daily done! :) Ironleaf.
You can grab the full-quality versions (for free) here: https://ko-fi.com/i/IC0C11ERVOU
ENJOY!
Ey, hömma Das ist ja abgrundtief.
Wir sind heute auf der Langen Nacht der Computerspiele in #Leipzig. Kommt vorbei, wir freuen uns über Spieler und Feedback!
https://computerspielenacht.htwk-leipzig.de/nav/startseite-computerspielenacht
Looks like Unity (#gamedev) is up to their enshittification shenanigans again, now demanding that businesses buy licensees for people who don't even work there, but happen to live in the same town in Aotearoa New Zealand.
https://www.reddit.com/r/gamedev/comments/1kiyh0m/unity_is_threatening_to_revoke_all_licenses_for/
Flashback Friyay! Show me what you got. #FlashbackFriday your game . store.steampowered.com/app/3106150/El #friyay #gamedev #IndieDev #indiegame #indiegames #gamedevelopment #indiegame #indiegames #IndieGameDev #indiedev #nvda #FridayVibes #screenshotsaturday
This took way too much time to make. Hopefully I can make animations work next.
#godotengine #godot #indiedev #gamedev
Added a reticle and the ability to charge lock. The movement still feels a little clunky but the basics are there.
Long term, it could be interesting to expand the moveset to something more tactile (like you latch onto drones with your claws or something), but for now emulating Starfox is quite obviously the main goal, at least for the aerial movement.
Neofeud is a #cyberpunk adventure game where a cyborg social worker for sentient robots & his transhuman allies fight a cabal of trillionaires in floating palaces. Grab Neofeud 1 & help me finish the sequel! https://store.steampowered.com/app/673850/Neofeud/
https://silverspook.itch.io/neofeud
#indiegame #steamdeck #gamedev #indiedev
Continuing some work on the new prototype (yes I realize I just said I wanted to stop making new prototypes). Right now I'm only focusing on making the movement feel fluid and fun, and it's definitely getting there. With more detailed animations and some fine-tuned interpolation, it would feel even more fluid in a fully polished game as well.
The next obvious thing to tackle would be a free-fly mode, which is certainly doable. What I'm wondering is if I should make a separate controller for it, or use my existing Path3D / dolly system and just make it so the path has zero length and you control where it exists in space. The way movement works *on* the path is actually just by adjusting the horizontal and vertical offsets, not by doing any 3D movement math. It's essentially done by doing the movements in 2D to control where you exist in the plane that's traveling along the path.
Going to burn and dissolve everything in the video game.
More prototyping and working out the vfx system stuff to coordinate this effect with gameplay and mesh rendering
#godotengine #gamedev #vfx
When you're a Jedi, but you only want to mildly inconvenience the empire
#gamedev #programming
Worst thing about part-time gamedev: forgetting what you've done last time and then having to figure out your own shit. #gamedev