Game developer, maker of Jamphibian (A rhythmy action adventure game with a frog)
Don't wanna be here? Send us removal request.
Text
Midwest Lost Post #5
Stepfather:
For the past month I've been pretty busy, so I've mainly just been focusing on working on Midwest Lost whenever I have a chance. In this time I finally got the character model for the stepfather mostly complete and in the game. In this fight he is "unwinding" after work so he's ditched his pants and put on a bathrobe, but he was too dejected to change out of his work shirt. He's an abusive guy with a messy life, and he often takes his anger out on whoever he thinks he can have power over. Unlucky for the protagonist, this often means he's the target of his rage. Luckily for the protagonist, he has a big ass sword.
The Face:
For a while now I've been pretty concerned on how I am going to handle face textures in this game. I need the characters to be expressive for the various cinematics and for certain emotional beats to hit properly, but creating proper detailed faces is a bit of a wild west territory for me. Because of this, I decided to try an experiment. Recently I've been trying to learn how to paint properly using a VR painting tool called Vermillion, It's proven to be a really powerful and relaxing way to paint, so I was wondering if it would be feasible for me to paint character textures in it. At my current skill level I honestly thought it wouldn't work out at all, but surprisingly it did!

As you can see here, I spent a good 4-5 hours painting this face texture in VR. It looked pretty horrible until like the last 40 minutes of the process or so. I guess that's how its supposed to go, but it really surprised me that it came together at all.

After I got that base texture completed, I exported it and touched it up a bit to better fit the model. I then added a pair of eyes and eyebrows on top of the texture in Affinity Photo. They are a lot more cartoony / simplistic than the base texture so that I can change them out and create new expressions easily. I was honestly unsure if that would clash too hard with the painted face, but I think it looks pretty good. This was a really fun process, and It's got me excited for the amount of opportunities it has afforded me. Character creation is my favorite, but until now I really never thought I'd be able to paint the more detailed organic aspects of certain characters / animals. Oh yeah I also painted his knees in the same way lol, but I think going into detail about that would be redundant.
Heavy Attacks:
The last major thing I did recently was finally implement some heavy attacks. Rather than have separate inputs for light and heavy attacks, the attack button causes a light or heavy attack to occur based on whether or not you are currently holding the stance/strafe button. The heavy attacks I decided on are meant to be able to close in a considerable gap between you and the enemy, so that you can get in there more easily after slowly strafing around. Alternatively, you can just use heavy attacks whenever as long as you just press the strafe and attack buttons at the same time, so really they are for whenever you feel as though you can afford the wind up and cooldown of the animations. But yeah, as you can see in the gif above, the heavy attacks currently take the form of a two swing combo where you can lunge forward with the sword pointing outwards and then follow it up by swinging it back over your head and slamming it down. I think they are pretty satisfying to use as of now, but I might consider extending the combo in the future.
Conclusion:
That is all 4 today. I really want to get more work done on all of these games. I'm really tired of being stuck in the same debug scene in all of them. Hopefully this year I can dedicate more time to all this, and maybe I can make a second scene for one of them lol. Next time I post one of these it will probably be midwest lost again, but if not I'll be working on J(a)SON next. A big part of me being busy this month is that I'm actually attending GDC alongside Quinn K. If any of u mutuals out there want to meetup at GDC lmk.
159 notes
·
View notes
Text
A new demo for Interior Worlds is now live for February's Steam Nextfest!
In the demo, explore a dreary abandoned parking garage and get a taste of the game's atmosphere and SLR camera mechanics.
Ten full levels are planned for release, along with a number of Steam achievements.
Check it out and wishlist so you can be notified when it officially releases at the end of this month!
306 notes
·
View notes
Text
finding a shortcut, to make exploring the level a little easier
(feat. some music from Rayman 2)
40 notes
·
View notes
Text
never posted this here on tumblr but I have a patreon now, money is very appreciated and means I get to do more stuff for the game!!
30 notes
·
View notes
Note
what'll be the age rating on jamphibious/will there be any content warnings :O i'd love to play it but i've got pretty bad hemophobia
It should be about the same rating as like, smash bros. Cartoon violence only, no blood at all!
14 notes
·
View notes
Text
145 notes
·
View notes
Text
50 notes
·
View notes
Text
140 notes
·
View notes
Note
Not a question just wanna say Jamphibian looks so sick and I can not wait to play it. It's really inspiring me to jump into the 3d side of game dev!
you can do it!
14 notes
·
View notes
Text
Get Funky with the Bass!
youtube
New funky tune! This is my last release for 2022 but there are some exciting things in the works, lots more to come in 2023.
It will be on streaming services eventually, for now you can check it out on Bandcamp if you'd like!
This is different than a lot of my past work out there, but I'm always looking to learn and try new things. If you take the time to listen / support I hope you enjoy :)
48 notes
·
View notes
Text
254 notes
·
View notes
Text
The crow is still a squire, but someday he will become an honorable Street Knight
74 notes
·
View notes
Text
Basidia Post #2
Menuz:
A lot of work put into Basidia goes into the various menus and ui elements. I'm sorry if it's not terribly interesting, but for the past two weeks its basically all I've been looking at. More specifically, I've been working on a door lock system and a bomber's notebook style journal.
Lock System:
The Winds of Basidia is a time-loop game, and, as such, Modus and I have put a lot of thought into how we want to allow players to take knowledge they've gained into a subsequent loop and do things faster next time. One of the things we came up with was a lock system. The idea is that the player will go through some questline to learn the combination to a lock, and then on the next loop they can just skip the quest and go directly to the lock with the combo they've recorded. For the actual design of the lock, we came up with a marble turning system somewhat inspired by various Myst and Riven puzzles. There are four marbles placed on a comet-shaped bit of blue marble that can be turned in 4 different orientations. The comet-shape has cultural significance with ties to the Basidia church, but I'll likely go into more detail about that another time.
Reminder Screen:
The journal is made up of two sections: the reminder screen, and the locks screen. This menu is a feature I've been very excited to implement, and as of today the "reminders" section is nearly complete. The locks screen will be used to manually write down any lock combinations the player comes across, but I haven't gotten started on it yet. The reminders screen allows players to scroll through a list of discovered locations and manually place little reminder icons on a timeline that goes through the three days that the game takes place in. That's basically it. Despite my excitement I have a hard time finding things to talk about with this menu. I just really love it when games put the onus on the player to keep track of all the things they have to do, and I also love it when games give the player little tools and interfaces to do with what they will. In a way, I think that (for a lot of genres) the closer a game plays to an operating system, the better. I am really happy with how the visuals for this screen came out, and I think that coming up with and adding in new little icons to represent things the player might want to make note of will be fun.
Conclusion:
I find it really hard to make quick progress on menus because working on them is kind of a slog, so I hope they are more interesting to learn about than they are to make. Despite how grueling the process is, I'm always really excited when progress gets made on them, and it genuinely pains me to see how many modern games put so little thought into how they can spice up menus and UI from an aesthetic perspective. Modus and I are both pretty passionate about vibin' UIs, and it's been nice for us to put some nice ones together for this game. I think it's something people should try to have the most fun with as they can, and I absolutely do not encourage anyone to think of menus as something that needs to be purely mechanical first and foremost. For the next two weeks I'm gonna be working on Midwest Lost (my souls-like that takes place in the american midwest), and I am gonna have a lot of fun showing that one off, so see ya then. Oh yeah, maybe I should also mention Modus and I are both working on making personal websites, so maybe you'll hear more about that in the future.
197 notes
·
View notes
Video
have u ever wanted to jump on stuff forever, have i got a game for u
electrokinetic!! my roguelike 3d platformer
give it a wishlist nerd https://store.steampowered.com/app/2166730/Electrokinetic/
447 notes
·
View notes
Text
hello i made this tumblr to show off cool gameing gamedev progress that i am making and to show my beautiful little project to more people around the globe 💕 WOW.... hope you freaks enjoy
123 notes
·
View notes