#100daysofgamedev
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Day 4!
I spent most of today learning about textures and materials. My marimo ball now looks more like an actual marimo, and one of my test tiles is looking great! I also messed with the camera angle, did some backend code cleanups, fixed some optimization problems, started designing a character for another game, and tried my hand at a simple game design doc template for myself. Feeling very productive!
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definitely not inspired from somewhere else and definitely not using placeholders
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Yesterday was Day #8 of #100daysOfGameDev- I spent time away from Unity creating a "mood board" as a reminder of my artistic influences for Marshin. Initially I was on the fence about doing a mood board when this was suggested but it turned out to be pretty cathartic. I'm glad to have done it. I also created a Tumblr account :) I saw that it was aquired by Automattic (Wordpress) so I think it may have a bright future! Now I just need to learn how to use it properly :P
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Technical artist at JellyBtn. Avid gamer. Workoholic. Games * Tech Art * Game Design* Animation * Game Art * No Politics please
Technical artist at JellyBtn. Avid gamer. Workoholic. Games * Tech Art * Game Design* Animation * Game Art * No Politics please
RT @IndieChattie: Day 42 #100daysofGameDev
-New narration and subtitle system -New ambiance sound by @zevik_perry -More Environment work…
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hey folks! I’m currently doing the #100daysofgamedev challenge over on Twitter and Discord, but I’ll try to crosspost here too! Here’s a screenshot from day 1, when I:
Started setting up an actual design document, and added tasks in HacknPlan
Analyzed another game (Alto’s Adventure) to figure out its terrain generation
Replaced my existing terrain generation with a "tile" approach instead of just connecting random vertices, as i had done previously
Created several terrain tile prototypes, learning a few things about blender in the process
Implemented left-right player movement
Added some lighting and materials to the scene so it's easier to tell what's going on!
I’m really excited to share this new project with all of you, I hope you enjoy what’s to come!
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Day 2 of my 100 days!
Rebranded this game a bit! I plan on making lots of little prototypes/experiments and then combining them into a much larger game down the line. Originally I was just going to release this as a bunch of shapes, but a friend of mine suggested it looked like a marimo, so it's a moss ball game now! Working title is Katamarimo ^^
Made and added prototype textures to reflect this
Got the ground moving, and new tiles are generated and destroyed after you progress far enough
Added collision and gravity!
Added rocks that randomly generate along with new ground tiles!
The game restarts any time you hit a rock
Added a "score" in the form of airtime, will later be a source of powerups
Figured out video recording, so I can start posting those now!
I'm also going to try to start posting a little earlier each day, so I can get some more traffic. I'll still keep working on things tonight, but I'll talk about em in tomorrow's post!
(My high score is 76.5 seconds btw :D )
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Day 12 (forgot to post this one!): I spent most of the day doing this ghost sprite + effects! Still getting the hang of particles. I also did some shadow research, so I can hopefully fix my weird sprite-shadow problem with some tests soon!
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100 days of Game Dev day 10, and Devtober day 2!
Played with shadows, and got things kind of working
Made an indoor test scene!
Figured out a door system, added a scene transition, and finagled some test variables so that the player character stayed facing whichever direction you came in
Started on a character dialogue option, although if you start it you get stuck in a loop of “Hi!” over and over, so... some work needed there.
A new character??
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Day 6: coming up close on the first full week!! I made a temporary rock texture and played with the world environment - the game now has distance fog and blur, which makes it look much nicer! Tomorrow's goal is to look into a water shader I found, and also to make a dynamically tilting camera so it's easier to see when going uphill.
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Day 13:
Spent most of the day at a game festival, a lot of people played 1365 and I got some great feedback!
Worked on some game concepts, symbolism, and character design for this game
Finished up the particle effects on the ghost
Fixed the bug that made dialogue loop forever, so you can talk to people without getting stuck!
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Day 11:
Created a moodboard with screenshots of games with aesthetics I'm going for, so I can get a better idea of the aesthetic direction (a few include Pokemon BW, OneShot, and Undertale)
Researched pallettes and found one that fits the game better! I may make my own eventually
Spent some time writing up documentation for someone who asked me about the 2.5d effect in Godot (DM me if you're interested!)
Got an item system working! And made one of the sprites for the many flowers you can pick up.
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HAPPY OCTOBER! October 1st marks the start of a few things: Devtober, the Cryptid Jam, and the Gentle Ghost Jam over on itch.io! I might also be participating in the Rainbow Jam and Crowntober Jam, but we’ll see! Either way, I’m starting a new project for all of October, temporarily named Graveyard Days. We’ll see how many themes I can hit without making it forced!
Today I started the prototype:
Created two iterations of a placeholder sprite (you see the second one here)
Cropped it for a temporary portrait image, and made another for a major NPC
Repurposed a dialogue system I’d created before to make a quick dialogue option and wrote some temporary dialogue and gravestones!
Loaded some placeholder Kenney gravestones and messed with the material. The shadows need some work.
Made a basic light and environment setup!
Figured out the scale! making a pixel 2.5D game in Godot has some weird unit challenges, but I have a system that will... kind of work.
Played with Godot’s Sprite3D so that the sprite always faces the camera! It still needs some work, but I’m proud of it!
Lots of work, but lots more to do!
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Day 5: I finished the marimo texture with a normal map, and refined the sand texture a bit more! I also remodeled the terrain, and made a rock model. I added some code so that the rocks rotate and scale randomly, for some variance!
I also worked on some character designs for a secret project, but you’ll have to wait till October 1st to see them :D
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Days 15/16: I forgot to post yesterday, but these past two days I've been figuring out the inventory! It still has some bugs, but you can drop and pick up items... most of the time.
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Day 14: two whole weeks of gamedev!! here's to two more!
Added in a day/night cycle, sped up here for demonstration purposes, along with a basic time indicator
Revamped my item system, and added an inventory that persists between scenes
Played with shadows some more. For now for all the sprites, I'm going to make a basic mesh to be their shadows, and then just hide the actual mesh. I'm probably gonna just have to learn how shaders work soon.
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#100daysofGameDev day #7 - the first full week! Today I got the dynamic camera working, so it tilts as you go up or downhill. It makes the game a lot easier, so the next step is to introduce some more challenges!
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