#practice game dev
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majesticaldiscomfort · 11 days ago
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I'm learning Unreal Engine 5.
WIP on my practice game. It's a Suika clone, like the dozens of others across the internet, but it's 3D.
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I made the models myself, in Blender. Painted the textures myself, in Rebelle 7. Arranged the code nodes in the UE5 blueprints myself, admittedly with some advice from users more experienced with UE5 than myself.
No precise release date, but it should be free and playable in-browser by mid-July.
In the current version, not much is established beyond player movement, fruit spawning, fruit merging, and score keeping.
My must-do list:
Add code to limit spawning region
Add after-watermelon-combination contingency
Add loss condition
Add visual representation of next fruit to be dropped
Improve player movement controls (a bit janky at the moment)
My might-do list:
Add new fruits
- Banana
- Lemon
- Lime
- Mango
- Durian
- Dragonfruit
- Pomegranate
Add random "knife" object that can drop instead of a fruit; will split a fruit into two fruits of one type smaller
Model a room for the box to exist in, for purely aesthetic purposes
Improve the lighting/aesthetic
Add "melon ranking" -- when you successfully merge to get a watermelon, your melon ranking is determined by your score. Lower scores will result in a higher melon ranking.
My want-to-do (but probably won't) list:
Add "unwise mode" -- adds new "fruits" that are technically fruits from a biology/botany standpoint, but culinarily aren't used as fruits.
- Tomato
- Bell Pepper
- Pumpkin*
- Pickle (cucumber)
- Eggplants/Aubergines (same plant, name depends on locale)
- Butternut Squash
- Avocado
- Olive
- Peapods
- Corn
- Lentils
- Peanuts
- Chili Pepper
- Peppercorns
Add different house decorations that the player can change around.
Allow the player to change the time of day or in-room lighting. (The fruits are slightly emissive, so this could be reasonable!)
*Holy shit, "Pumpkin's Revenge" by Louie Zong started playing on my Spotify playlist right after I typed "pumpkin" onto the list
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poorly-drawn-mdzs · 1 year ago
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A fierce duel commences!
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jumblejee-afaik · 4 months ago
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he is: here! 🙂‍↕️
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zocchini37 · 5 months ago
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What's it called when you're panicking but in a good way?
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ganonfan1995 · 2 years ago
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And it's not exactly that all fans ever want linear games (some do~) Most people I've spoken to who didn't like BoTW, simply wanted a game with a bit more depth and energy put into the story and the world.
While I don't fully agree on that front with BoTW (personally I think BoTW was one of the most concise LoZ games to date) ToTK only amplifies BoTW's weaknesses, rather than its stengths.
I understand the desire to expand on Hyrule, to make a truly vast and vibrant world, flush with exploration. Now with next-gen consoles and better hardware, there's a lot more opportunity for these types of games to take front and centre.
But at the same time, large procedurally generated landscapes can often break immersion while feeling bleak and unnatural. Even if landscapes are generated to be as natural as possible, worlds are as much a character, as well...the characters. (I could go on a whole tangent about design here, but I digress..)
I think what people miss from LoZ titles, is the human touch and energy invested into making Hyrule, feel like a place, rather than an idea.
BoTW wasn't perfect, but it was their first swing at this type of world and gameplay. I do think it can be improved on, and honestly, I was expecting progress on that front in ToTK.
But given that ToTK (past the demo lmao) was nothing more than a 100$ expansion on BoTW...I'm not feeling too confident myself moving forward with these open-world Zelda games.
Despite being linear games, growing up OOT and WW felt open world enough for me. LttP was a super fun play that had both a linear story line, and open world possibilities while giving the player full access to all the dungeons and tools off the bat.
If sacrificing genuine, thoughtful, world-building and design is what it means to have a truly open world Hyrule...I kind of don't want it either.
I dunno just some thoughts
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boilercity · 9 months ago
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Upscaled graffiti submissions. Finally, something to force me to practice pixel art...
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bluu3berry · 11 months ago
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Oat and Six
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" oh oat you silly !!! Stop being traumatized and go talk to your irl friends you silly!!! "
chRacters:: Oat and Six from furquest!!
Don't repost, reblogs encouraged!
@anon-coke @borisboring @scramble-eg @the-second-reason
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nonbinarygerard · 1 year ago
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a little vampire animation i made <3
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broadsiderenegade · 9 months ago
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More art exploration. I’m sad top down isn’t popular because it feels like many genres would work well in it. Isometric is cool but it multiplies spritework by 2-8Xs which is theoretically a matter of content/2-8. Still unsure of my skills for a lot of side view options as things like platformers seem to attract skill-titans that I probably can’t compete with (I’m probably a decade+ of practice from something approaching Blasphemous). 2d side generally is tough for me as humans are still my weak area across the board. I’m a lot more confident with them after Broadside character portraits but it still makes my brain feel weird drawing people. Is that normal?
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poorly-drawn-mdzs · 1 year ago
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Teehee! (Spritesheets your Wangxian)
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magic-can · 20 days ago
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Bloober Team needs to include an easter egg of a grey child running into a wall in SH1R to make up for them removing the ghost kid bit in the Layers of Fear remake
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jarkonian · 4 months ago
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My next game, “Kill the Twister”, an FPS boss fight against a giant tornado, is releasing April 11th!
The game will be free, but if you wishlist now you can be notified once it’s released!
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tvmblrsillyman · 4 months ago
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img refs below
Fursona
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🅱️enti
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fleouriarts · 2 years ago
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the newest developments in the hivemind furry extended universe (ive posted the eden pics before but whatever)
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daddopenguin · 1 year ago
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Rift Crystals, Ferrystones, and character edit is not exclusive to the online store you can get it in game if you actually bothered to fucking play and do shit! It's been like that since Dogma 1!
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megazumi-world · 11 months ago
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Painting Mini Game!
"Help inspire a struggling painter with their art block."
One of the very first concepts I had for Megazumi World was a painting mini game. You would be scored based on how "good" your painting is. The artist would react in a variety of ways depending on your score with a "perfect" score being incredibly difficult.
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