We're starting up playtests again for our puzzle game, #TheBridgeMaster! To try out the latest levels with our new mechanics, join us on Discord or send me a DM - we'd love to have your feedback!
#screenshotsaturday#indiedev#gamedev
To that end, we'll soon be reviving the playtest sessions, and we look forward to sharing these with you!
If you wish participate or learn more behind-the-scenes info, feel free to join us in the discord:
https://t.co/i1ca6nagD0
We've gone meta - our #gamedev process now has progress bars too!
They say "you can't improve what you don't measure", and tbh, this has been a big help ensuring we make steady strides in filling out the levels to our puzzle game, The BridgeMaster 📈
#indiedev#showmesunday
From here, we'll continue designing levels to balance out the variety of content, and to expand our options so we can curate the ideal selection among them
Slime Heroes is out TODAY on PC and Xbox!
Explore a 3D world, alone or with a friend and battle corrupted enemies, solve challenging but approachable puzzles in an action souls-lite for the whole family.
We'd love it if you'd leave a review. 💙
https://t.co/RLMPVuCKFp
With this implemented, villagers now only attempt to exit the level when they will actually be able to do so, enabling a wider, more dynamic range of puzzle mechanics.
This is definitely a tool I'll be sure to keep in the toolbox for future projects! [8/8]
To support a new mechanic in our puzzle game #TheBridgeMaster, I've made another update to our pathfinding algorithm!
This one was particularly tricky because the act of following a path can invalidate the remainder of the path... [1/8]
#gamedev#indiedev#showmesunday
This does of course introduce an additional loop within the standard A* algorithm, but fortunately for the size of levels we're dealing with, this has not been a significant performance bottleneck [7/8]
The screenshot above shows a prototype level where this comes into play. It makes for some interesting implications for how to solve puzzles with this mechanic!
Recently, I've adapted our pathfinding code in #TheBridgeMaster for a new puzzle mechanic. This is a bit spoilery and also more technical, but I'll keep things relatively high level...
(Pictured is a partially solved prototype level)
#screenshotsaturday#indiedev#gamedev
The challenge with cycles is ensuring you don't let the algorithm run indefinitely. I'll admit, my first implementation succumbed to this despite my intentions not to, freezing my editor and needing to force quit. Then I changed tack, and the next implementation worked! 🎉