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I’d rather build so much tech debt up that the omnissiah has a reserved spot for me in programmer hell than rewrite a single line of code.
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Nothing kills my motivation to work faster than people’s efficient coding advice. Like, no I’m not going to spend the next week of my life everyday rewriting lines of code just to get half a frame of efficiency in a game that could have run on windows xp.
#game development journey#game development#gamedev#indie games#indiegamedev#godot engine#godot#game design
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People will literally do anything except learn to code. All jokes aside this is really cool and I hope we get more games that innovative in the physical medium

also, look at what we came up with for the workshop! our goal was to capture the experience of playing Celeste, but in a physical medium. here are the rules we came up with:
You control Madeline, represented by a D6. Start on the yellow card on the left. You move by flicking the die in a direction of choice. If you dash into a white card, that's a platform, and you're safe. A blue card is a dash pickup, and you have three seconds to dash again before it disappears. If you don't stop on either of those, or hit an orange card, you die and have to start again from either the beginning or the checkpoint in the middle. your goal is to hit the bottle (crystal heart) at the end.
after playtesting (which went really well, i was SO excited) we came up with adding optional strawberry collectibles (those balled up papers) and letting you dash twice before dying, kind of mimicking the leniency that celeste allows.
this game was genuinely so cool, and i'm SO happy i got to work on it.
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Chaotic video to test some stuff. Shots colored by distance, minimap showing destructible things, quick turnarounds, and more.
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I can’t find it because it looks like it’s been scrubbed from the internet, but does anybody know where the Xeodrifter Devlog went? I’ve been searching high and low and haven’t turned anything up, I’d really like to see it again. If I’m not mistaken it came with the game but I can’t find it.
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These kinds of posts are really what inspired me to start a Devlog and be sure to add as many images and gifs to it as possible. In my mind a Devlog should make you feel a bit like a game developer even if you’ve not written a single line of code in your whole life. As good as this post is I want to SEE the game in action (yes I see the images at the bottom but I’m talking about keeping the reader engaged throughout). No shade towards this creator I’m sure their game is amazing but I really want to be able to visualize what someone is working on as I’m reading about it, it just really helps me to understand what exactly is going on.
THIS ONE IS JUICY, I got lots to talk about so straddle in lovelies :3
First off the bucket list, I FINALLY finished mice, I cannot explain how much of a strain these 6 pixel creatures were on my smooth brain. I was heavily overcomplicating the process but I believe the simple version i have now is satisfactory.
Mice work by randomly spawning in different bushes across the map in random amounts, they wander randomly for a period of time between 1-5 before either moving again in a different direction or staying put (I like to think they are searching for something to nibble on :3 maybe later with animations I'll make it a reality). They kinda just do that until nightfall when they go to the nearest bush.
When the player gets close (you can get much much closer if you sneak before approaching), they check the angle between you and them then run either up, down, left, or right *extremely* fast; technically you could still catch them but I'm not nearly skilled enough to do so consistently :p
Squirrels work very similarly, however they differentiate in the way they come from the trees! They are much less common, and when alerted they run to the nearest tree, making them much much harder to catch after messing up than mice.
Also since the last newsettler I revamped the cave interior, it's much larger and more sprawling, looks a little more cave-like in my opinion!
Also during this period I attempted to get weather to be added, simple rain, but it was very performance heavy, I'll give it another shot sometime later, maybe with overlays instead of particles but maybe there's a more effective way to do what I was trying!
Also since the last blog I added even more secondaries for your pelt! And with the new ones the ability to change their color, mixing and matching them for more customizations. Yes I know they look really bad but I tried :p
The new secondaries are chest fur, footsies, and tail tip! I think they're neat but there's till plently of room for more later
Also I finished Dying! Very lovely and not a depressing subject at all, it plays a lovely albeit rough around the edges cutscene cooked up a while ago by my lovely friend Mswolfy(also now Whismy) I would post it in full but I have no wifi and instead will post a still of the end. When creating a character you can flip a toggle that activates or deactivates permeant death, which if activated deletes all your saves with that cat upon death. Meaning you can't just reload, I prefer to play that way but if you don't that's perfectly okay and supported! The idea is that upon death you can continue the world by taking control of the youngest kit of a random clan or stray, containing the story and history of the clans!!
And to wrap it all up I've added a few backgrounds to select when you create your character, from a stray to a clanborn each will affect your spawn, and later how cats treat you!
That's all for today, later sometime I'll be uploading a bunch of raw footage, and the next newsletter will be far less packed as I'll be mostly bug fixing and making optimisations, plus some other exciting prospects :3
Want to follow the progress of Clans:Rewritten?
Here's a list our social links as of the posting date!
Enjoy :3
TRELLO BOARD (https://trello.com/b/wDOtypeX/clans-rewritten
DISCORD SERVER ( https://discord.gg/zQEYHhzcFQ
GAMEJOLT (https://gamejolt.com/games/warriorcatssimulator/928727
INSTAGRAM (https://www.instagram.com/warriorcatslifesim?utm_source=qr&igsh=MWc2bjBhbzB3bHVzaw==
If you don't know what Clans Rewritten is here's a short descriptor: "Clans Rewritten is a 2d rpg game inspired by warrior cats, it provides a single-player roleplaying experience where the cats around you act dynamically with your and eachothers actions"
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This but the bug is so baffling that I just run the game again and again and keep saying “There’s no reason this shouldn’t be working”
Do you ever have it where you just... run the debug over and over again, because you don't have much but what you do have took a very long time to make
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I’m going to have to dig it up again but there is a Godot plugin that allows you to run pico 8 games inside of Godot. Always been fascinated of the concept of a game inside a game and I’d love to do something like this one day
Pine of Time
In the beginning of 2018, I worked with @sabbitabbi on a ingame action-adventure within Santria using PICO-8 color palette called "Pine of Time". Was a fun project!
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When I see stuff like this it reminds me how deeply the modern indie devs roots are attached to flash game development.
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At some point I’d love to make a donkey Kong country inspired game with 2D assets generated with blender
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Hi everyone! In this video, I won't be showcasing any shader. Instead, I'll show you a trick for easily generating 2D sprites from 3D models in Godot Engine 4.4 or higher.
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This frequently comes up around discussions related to tutorials, like, how do you make a tutorial that both engages a player and explains every detail of your game? That’s the delicate balance.
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How do you try to make it as frictionless as possible to digest a game where the primary interface with the world is reading text? We tried to hook into some psychological behaviors that influenced our UI. This approach was modeled after I watched a talk by the Disco Elysium creators on how they focused modeled their UI to work like Twitter, hoping to hook into the users tendency to scroll. We took that principle and approached it from a different angle, attempting to model our dialogue UI like texts, since everyone these days texts all the time.
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I really wish I would do more paper designing, I have some from a couple of years ago that I might post tomorrow but this really gave me the itch for it again.
Some sketches of iterations for the Wielder for Pirate Game Jam 16' - Sentient Sword
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The camera angle and animations remind me a lot of megaman battle network
After a month of work animating walk cycles, you can now talk to your crush and your mom in my game. Which I guess makes it an indie horror :')
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not gonna let a little clipping bug spoil my fun
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Love the game feel in this, you can just see how much time and love was put into it
i was recording this to show off how ice physics work in my indie game ... but i made a bouncing rideable fence instead
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Public Playtest
Here is a link to the game on my itch.io so that those that want to can check out what I have in the game so far. It is in a VERY rough and early stage but right now I just need playtesting feedback. After you've played the game please fill out this Google Form so that I can continue to improve it.
#game development#playtest#game design#gamedev#indiegamedev#indie games#made with godot#godot game engine#godot engine
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