After all the feedback (specialy on the eyes), here’s the Worsnake's creation 1 by 1 and first time moving! I hope everyone is okay for this? :) #pixelart#soloDev#indieDev
Scraping away the old paint lines and cleaning things up. The new outlines are looking great!
Next up: adding some rim lighting to my shader
#gamedev#indiedev#madeinunity#cleaningsim
Business Makeover Simulator website is live! 🌿
⬇️Visit & Wishlist⬇️
https://t.co/mH3Bu22CZf
Could you do me a small favour and like, comment, or repost this? It really helps me reach more people, and I'd be infinitely grateful ☺️
#gamedev#indiedev#madeinunity#cleaningsim
Currently torn on whether I should use a fixed or freelook camera. Fixed camera has a nice retro feel to it, but I worry it will heavily affect level design, while freelook adds more controls, which may make web/mobile more cumbersome. What are your thoughts?
#indiegame#gamedev
I completely understand the sensitivity around AI and the valid criticism against low effort outputs. But as a solo dev handling everything from code to lore, using rough silhouette references during predemo prototyping is just a practical workflow.
Raw outputs never make it into the game, they're just rough scratchpads that get fully remade and detailed by hand. Besides, this isn't even the final art for the Worsnake mob, the post was simply asking whether its eyes should be open or closed! As the prototype solidifies, the visual identity will naturally find its own footing.
P.S. I promise I'll draw the eyes by hand with extra care :P