#gameDevs
🎃#Devtober is starting soon!🎃
It's a month long gamedev daily challenge to work on your game 📷 (Do it how you want~!) I do it every year & and I started #YesterSol in it :D
#gameDev #soloDev #indieGameDev
#gameDevs
🎃#Devtober is starting soon!🎃
It's a month long gamedev daily challenge to work on your game 📷 (Do it how you want~!) I do it every year & and I started #YesterSol in it :D
#gameDev #soloDev #indieGameDev
Made a bit of progress during the small time I had between the double shifts I've worked this week. Started adding scribbles.
Made a bit of progress during the small time I had between the double shifts I've worked this week. Started adding scribbles.
Wanted to finish with something visual, and luckily I found a nice tutorial on how to implement blinking with blendshapes by @evepaints_ -- linked below.
The Shannon model was a commission last year from k_catz on fiverr, briefly shown to the Quest 64 discord.
Wanted to finish with something visual, and luckily I found a nice tutorial on how to implement blinking with blendshapes by @evepaints_ -- linked below.
The Shannon model was a commission last year from k_catz on fiverr, briefly shown to the Quest 64 discord.
This was partly in yesterday's, but I'm trying to incorporate a slight decal shadow for actors to use in some lighting conditions. Trying just realtime shadows presented an odd look when moving through patchy shadows like canopies.
This was partly in yesterday's, but I'm trying to incorporate a slight decal shadow for actors to use in some lighting conditions. Trying just realtime shadows presented an odd look when moving through patchy shadows like canopies.
#robloxart
#robloxart
While I could poll the original map + camera data from an area, I could not do this with multiple sources.
Today's work was to add support for an evaluator to have "sub evaluators" which will help with interiors like dondoran and the monastery.
While I could poll the original map + camera data from an area, I could not do this with multiple sources.
Today's work was to add support for an evaluator to have "sub evaluators" which will help with interiors like dondoran and the monastery.
Continuing the process of gutting the placeholder systems and replacing them with the decomp results. Today's was getting the random battle check to use the original's circle data.
This neatly (and thankfully) replaces the shaky procedural system I'd attempted.
Continuing the process of gutting the placeholder systems and replacing them with the decomp results. Today's was getting the random battle check to use the original's circle data.
This neatly (and thankfully) replaces the shaky procedural system I'd attempted.
About 20m in, I remembered why I kept skipping this one. Added a rock dissolve shader and updated the particle event stuff to take a scaling coefficient. The rolling rock dust is too aggressive atm and overall colors feel mushy.
About 20m in, I remembered why I kept skipping this one. Added a rock dissolve shader and updated the particle event stuff to take a scaling coefficient. The rolling rock dust is too aggressive atm and overall colors feel mushy.
Dondoran's U-shaped secret room is a good example of this, as the upstairs balcony is actually on the same submap and let me swap between the default camera mode and a fixed one.
This will hopefully replace my sea of indoor virtual cameras.
Dondoran's U-shaped secret room is a good example of this, as the upstairs balcony is actually on the same submap and let me swap between the default camera mode and a fixed one.
This will hopefully replace my sea of indoor virtual cameras.
With yesterday's work being held up by a dumb typo, the fixed camera areas are working pretty closely to the original now. This will help magnify subtle things like slide activation time, general area feel, post-warp orientation etc.
With yesterday's work being held up by a dumb typo, the fixed camera areas are working pretty closely to the original now. This will help magnify subtle things like slide activation time, general area feel, post-warp orientation etc.
#indiegame #indiedev #gamedev #cozygame #Racing #driving #FeedbackFriday #Devtober
#indiegame #indiedev #gamedev #cozygame #Racing #driving #FeedbackFriday #Devtober
The basic follow cam is starting to get there, but I'll need to sit down and work out a solution for the 30-fps magic numbers for a variable fps environment.
Also didn't realize that the quest follow cam has npc avoidance!
The basic follow cam is starting to get there, but I'll need to sit down and work out a solution for the 30-fps magic numbers for a variable fps environment.
Also didn't realize that the quest follow cam has npc avoidance!
#robloxart
#robloxart
#pixelart #gamedev #survivalhorror
#pixelart #gamedev #survivalhorror
#pixelart #gamedev #survivalhorror
#pixelart #gamedev #survivalhorror
Sped up the main motion after being surprised at how fast the original animation is. Agreed with ratdev's comment yesterday about it looking more like lava, so I added some of the fire 1/2/3 trail sprites and adjusted the color some.
Sped up the main motion after being surprised at how fast the original animation is. Agreed with ratdev's comment yesterday about it looking more like lava, so I added some of the fire 1/2/3 trail sprites and adjusted the color some.
This was one of the trickier ones to date, and was the first to require 2 unique shaders -- a wobbly lava one and a decal to let me partially "reveal" a lava texture in the travel path.
Also thinking of doing an october recap vid, lmk if interested.
This was one of the trickier ones to date, and was the first to require 2 unique shaders -- a wobbly lava one and a decal to let me partially "reveal" a lava texture in the travel path.
Also thinking of doing an october recap vid, lmk if interested.
Adjusted the animation / IK stuff to play nicely with doors and the new 30 fps sim stuff, but the denser layouts are inviting problems with the stencil door trick from last year.
Adjusted the animation / IK stuff to play nicely with doors and the new 30 fps sim stuff, but the denser layouts are inviting problems with the stencil door trick from last year.