Boss fights got deeper: a parry no longer breaks a boss's guard on its own. It fills the gold meter under its feet. Three or four clean answers and pressure break it open, and the next blow is a critical.
#gamedev#indiedev#pixelart#soulslike
Sound pass this week: a river you hear fade as you walk away, wind in the spruce, the smith's hammer landing on its frame, a fire on the road, and something breathing in the thorns.
Headphones on.
#gamedev#indiedev#pixelart#gameaudio
ok so... there was a 2 day hackathon at work last week...
i built an infinite, 3D, ai native mmo called nocturne... it's set in the world of inkwell.
the server capacity is... pretty good..? i tested it with 1000 connections in the cloud.
it's written in a programming language i wrote (called ink).
it uses polygons & gaussian splat *frostings* for the graphics.
it has an adaptive music system that changes intensity and mood based on the gameplay.
the combat is kind of realtime dnd-like?
all of the npcs are powered by llms, you can talk to them, trade, fight them... they remember you..?
they have little neural nets inside them and they optimise for survival and happiness.
there's *trillions* of combinations of characters... *hundreds of millions* of spell combinations.
all of the creatures have a genome, they reproduce and have mutations creating new creature types...
you can catch them like in pokemon... there's semantic crafting and alchemy... you can be turned into a vampire and burn in the sunlight..?
there's a day & night cycle... seasons... fires spread, rain puts them out, ice freezes over lakes...
you can become a werewolf and infect others? or a weredragon? even a wererat.
you can ride on goats, sheep, horses, eagles and dragons...
aliens can abduct you or the farm animals...
and when you do... you can discover and explore their home planets with different physics.
there's giant colossal beasts to fight, demigods with trials that give you world changing powers...
you can get portals in a bag that take you to home's you can customise like in tiny glade...
oh and there's an api... so people can connect their local agents to it and build their own worlds...
rift's open up and invasions happen. villages learn traditions and will fear you if you treat them badly...
there's open pvp everywhere and you drop all of your gear if you die.
if you try to do pvp in the main cities, then mages will spawn in and try to kill you.
oh... there's also semantic scrying.. you can get any item and cast a spell and it opens a portal to the closest thing that is semantically similar... got a bone? maybe it'll take you to a graveyard... a log? a forest, etc.
i feel like i haven't even *scratched the surface* with how deep this game is, but this post is pretty long... so... *dream bigger*.
Devlog: meet the Ashen Wardens ⚔️
Six knights of one order, each built to read at a glance: scout, guard, bearer, duelist, champion, commander.
All generated by PixelForge, our 3D-to-pixel-art engine. 8 directions, 5 animations each.
#EmeraldIsleRPG#pixelart#gamedev
Devlog: PixelForge, the engine behind our sprites, now works in batches.
Give it a list of specs and it builds, renders and checks every one. Here: knights, cultists, undead, beasts and ruins, 25 specs in two styles, 50 renders in 55 seconds.
#EmeraldIsleRPG#gamedev#pixelart
Devlog: one knight, two looks 🎨
Same 3D model, same animations. Swapping a single style preset changes the palette, lighting, outlines and dithering: moody dark fantasy on top, bright retro 16-bit below.
Which suits the Emerald Isle better?
#EmeraldIsleRPG#pixelart#gamedev
Devlog: the knight learned to fight ⚔️
Built in Python as a 3D model in Blender, then rendered into pixel art: walk, run, roll, dodge, three attacks, block, parry, hurt and death, in 8 directions. 640 frames, playing here in Godot.
#EmeraldIsleRPG#pixelart#gamedev
Emerald Isle, a dark top-down action RPG in development. 99 seconds of the combat as it stands: sword, axe, bow, and the thing waiting at the end of the Ring.
⚔️