Tumgik
#indiedevelopment
scarfworks · 6 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
UNYIELDER - Boss-rush MovementFPS RogueLooter COMING SOON TO PC Hi everyone! I've been working in Trueworld Games with a bunch of really passionate and talented artists on our first game, UNYIELDER! it's very different from what i usually post but i hope you'll still give it a look :> Wishlist on Steam: https://Bit.ly/unyielder Linktree - https://linktr.ee/trueworldgames Twitter - https://twitter.com/TrueWorldGames Bluesky - https://bsky.app/profile/trueworldgames.bsky.social Youtube - https://www.youtube.com/@trueworldgames
90 notes · View notes
kokowolo · 4 months
Text
Tumblr media
so i have this new idea 🤡
37 notes · View notes
gameeditor2 · 1 year
Text
Cooking Speedrun BEFORE THE GUESTS ARRIVE
Game Credit: https://store.steampowered.com/app/2246700/TET/
8 notes · View notes
foolsandkings · 1 year
Text
04/12/2022 - Basic Quest System, Start on Map
This week was spent fixing a couple minor bugs in what I had built so far, and creating a bunch of new art assets. Namely, I am taking the advise of Pixel Architect on youTube and approaching the map from a more painterly perspective.
I'm drawing a whole scene at once to make sure there's enough interest in each scene. This is taking super long, but I think the results will be much better than the asset mashing I started with. Problem is that I haven't planned out the whole map yet, so really it's probably a bit foolish to start this process, when so much might yet change.
Anyway, here's what my WIP looks like!
Tumblr media
...specifically for the docks section, that is, and a part of the worker's district.
The biggest project I took on this week coding wise is a basic quest system.
Tumblr media
Here's how it works:
I have an enum quest {} which lists all available quests in the game. Then there is a struct for each quest, which holds its name, description, quest giver, quest recipient, quest type, reward type, reward value and more.
When the player speaks to a quest giver, a script scr_add_quest() checks that this quest ID isn't already in the quests_array of our quest manager, and then adds it to the array. The active quests get listed in a quest menu. At each step, the quest manager runs a script scr_check_quest_receptor to see:
a.) if there are quests in the array whose status is "ready" (for being handed in)
b.) if the quest recipient marked in the quest ID's struct is in this room. If so, it checks a boolean in the receptor to tell them they are waiting for a quest, and the recipient, upon interaction, runs script scr_complete_quest, whcih pays out the reward and removes the quest from the active quest list.
Right now the only functional quest is picking up a quest from the lady NPC to drop something off at the post box, and the player can interact with the postbox to earn some extra money.
What makes this system work for me is that it works even when I leave the room - it should enable me to access recipients across the whole map, no matter where they are, and only interfere with their dialogue when a quest actually becomes relevant!
Because I never wrote a quest system before I'm quite pleased with this little set-up so far and hope it will be decently scalable for various quest types in the future. I've already set up the barebones of fetch quests that require the player to collect multiple different items!
My next big project will be change my dialogue setup a bit.
Right now, when an object creates dialogue it has to give it its ID, and when dialogue ends a boolean "dialogue end" is turned on. Based on this, the object could give out an item or quest at the end of the dialogue. But this means I have to run all the if-statements I ran to determine the dialogue all over again to determine what text-end condition is required.
So instead, I want to extend the create_textbox script to accept instructions for what should happen after the textbox closes. Like running a script, or adding an item or quest. Then the textbox object, when it closes, will run that script.
15 notes · View notes
roslagen796 · 1 year
Video
Vikings don't slow down! Here's how they try to build another hut - a Fisherman's one. Will they succeed? Absolutely!  
https://store.steampowered.com/app/1401370/Viking_City_Builder/
9 notes · View notes
botasgame · 2 years
Video
They don’t do much yet, but our first enemy type is added in engine.
2 notes · View notes
tealroksstudio · 3 months
Text
Hello everyone👋
"Petite Petanque" going well for this screenshotsaturday
Works on warm #Provence ambiance, also on sound and feedback impacts
Hope you like Nice day!
6 notes · View notes
devsgames · 1 year
Text
Call for Indie Dev Collabs
Are you an indie working on a game? Want a nod to it to be included in my painting game "Bombing 2: A Graffiti Paradise"?
Here's a call for indie devs to feature YOUR game in MY game!
More info and apply here 👉https://forms.gle/nt9ZGC213ubQkreu7
Tumblr media Tumblr media Tumblr media
44 notes · View notes
irlgames · 6 months
Text
Tumblr media Tumblr media
Adding a lens flare through post-processing ✨
7 notes · View notes
kokowolo · 4 months
Text
I can now pixelize any game! HEH 😈 . . . I created a pixelization effect using a fullscreen effect shader, I don't think I'll use the result most likely, but it was fun to explore 😬
9 notes · View notes
gameeditor2 · 1 year
Text
youtube
GAME Of Cooking Under PRESSURE (YouLaughYouLoose)
0 notes
foolsandkings · 1 year
Text
Transferring Systems across to a new Project: Working Title "Sprite"
After my rumenations last week I set to work in preproduction for a slightly smaller project that still uses a lot of the systems I've been working on.
In this new project, the player takes the role of a houseplant. That's right - we play as the come-to-life plant familiar of an alchemist who has settled in a big empty house on her own. Not only will the adorable tree sprite help with brewing potions and collecting ingredients, they'll also take on much of the housework. For this, their innate elemental magic comes in useful. They can blow wind at cobwebs and dust bunnies, and soak up water to go water the plants in the herb garden and even douse the occasional chemical fire the Mistress of the house might have the misfortune of causing.
The benefit of this project is that most of the core game-loop happens in and around the house, so there is a finite number of rooms I have to create and illustrate. The story is also a lot more fun, cute and simple, and so I don't have to overthink the plot at every corner - it's just not required for the enjoyment of the game.
So here's what I've done on this project so far:
created a simple walk and idle animation for the player (at least for left and right)
implemented move, run and the interaction range check
made it possible for the player to blow a gust of wind in WASD directions
created dustable objects that the player can clean with the wind blast
set up fading walls inside the house - these objects fade when the player walks out of the room. The lights in the rooms are linked to these walls so when they fade, so does the light, which creates the cool effect that the room is still visible but sits in darkness now.
set up a parent planter object into which the player can plant seeds, and set up the basic code for those plants to grow and become harvestable
updated the inventory in this pixel art style, and implemented a few items I know will come up in the game
Containers and a revised trade system shouldn't take long, and same for the dialogue system - everything just needs new graphics, so for the most part it's artwork slowing down the progress.
Here are a few early screenshots.
Tumblr media Tumblr media Tumblr media
0 notes
roslagen796 · 11 months
Text
Vikings! Don't miss out to set your course on Steam!
Sail to the new devlog, where the secrets of Viking shipbuilding and the impressive longships and knarrs await on you!
2 notes · View notes
the-sicklysweetest · 1 year
Text
Lend Me Your Heart
As promised, here is a not-so-brief synopsis of the dating sim I'm working on!
Lend Me Your Heart is a visual novel in which you are a transfer student going to a new university (thanks to your old university for axing your major program, sigh). Your new university puts you in the upperclassmen housing they offer, so you don't have to worry about getting an apartment, but the building you were placed in is rumored to be... Cursed. People say that the basement is haunted, that you can hear screams coming from the rooms, that people lose their minds when they live there. The basement also happens to be where you're moving in. Which is... Fantastic.
You're the last person to move in on the floor, so you're able to get to know everyone right away. They all seem nice enough, not without their quirks, but nothing off-putting (and they're all quite attractive). Where, then, are all of these rumors coming from? Everyone else is also new to the basement this year, so maybe the curse was broken the year before? You hope for that, but strange things are already happening...
Less story-like description of the game + content warnings under the cut!
Lend Me Your Heart is a yandere dating sim, in which you live in a dorm surrounded by characters who become completely and utterly enamored with you. Enough to do some horrible things to keep you safe.
The game has five main love interests, with two or three non-romanceable, but important, side characters (currently). Each character has a different path of study in school and different... Methods to their madness. Which you learn about the further you progress on their routes! It's a visual novel, so your agency is based on dialogue choices (which may have more relevancy than you think no matter which ending you plan to get!)
If you like the handful of yandere imagines I wrote on my imagines blog, you'll probably like this.
Some more non-story stuff: You can choose the pronouns you use, it doesn't restrict you from getting any routes. If you choose not to input anything for pronouns, the game uses he/him by default. The current love interest options are all men, and have canon appearances already.
I'll introduce the characters (featuring some of my very messy sketches of them) soon!
Right now I'm making it in RenPy, but that may change if I need things that I can't do in it! (Although honestly given the games created by RenPy in the past, I think it may work fine for my needs)
What you will encounter depends on which route you focus on, so this list will definitely get expanded upon as the game gets closer to having some kind of release, but generally speaking:
Content Warnings:
Yandere trope (especially obsession)
Stalking
Blood/Gore (written descriptions will often be more detailed/potentially gruesome than visual art) (I can't draw gore well)
Murder
Needles/Knives/Other sharp weapons
Sexual content
17 notes · View notes
tealroksstudio · 2 months
Text
"Cafe de la Poste" timelapse background from Petite Pétanque with "Farandole" as music.
Have a nice day everyone!
3 notes · View notes