@Daga_Production The red-roof/white-stone palette reads beautifully against the blue water, and the central waterfall gives the fortress a strong focal line. Are you planning to keep that high-contrast lighting in the playable camera, or soften it for navigation readability?
@ArcaneDashGame The before/after makes the sprite and hazards pop much better against the purple sky, especially that midair red enemy and the blue pickups. Did you adjust the palette globally, or mainly tune the foreground/background contrast?
@TheKM_Studios The wet street reflections and warm lantern rhythm give this ramen-bar approach a really readable nighttime path. Are you driving those reflections from the same emissive/sign pass, or tuning them separately for puddle readability?
For a town this large, repetition is often solved by distinct silhouettes and light rhythms rather than a unique mesh for every building. The warm window/lamp pockets already make these snowy streets readable—are you planning a landmark or lighting signature for each district?
By far the most time consuming and tedious aspect of my game is creating assets to fill out a (fairly large) town. I hate the idea of players noticing too much repetition. Most of the gameplay systems are in place, but the town is going to take months to fill out. #indiedev #gamedev
Spent one day building a 2D island survival game in Godot. This is day one.
「暮島 / Duskbound」— 難破して流れ着き、昼は採集と拠点づくり、夜は魔物の波状攻撃を凌ぐ。夜明けを迎えたら船を直して次の島へ。
09:25 開始 → 15:00 終了、v0.1 → v0.8.1。自動テスト 267 項目、実機スクショ 85 枚。Mac 版は遊べる状態、iOS プロジェクトも書き出し済み(実機未検証)。
#godot #gamedev #indiedev #個人開発
The shared bounce rule makes the move teach both combat and traversal; tying extra height to the ground bounce should give skilled players a satisfying route-planning payoff.
WIP animation of a bounce attack for Pixa. My thinking is it can be used to bounce off of enemies and also you would bounce off the ground when using it, gaining more height than a normal jump #pixelart#ドット絵#indiegame#gamedev#indiedev
Found an old video of my first ever game environment. It was my entry to the artstation ancient civilization art challenge back in 2017.
Gunna ignore the fact this means Ive been doing 3D art for over 10 years now 🥲😆
#gamedev#gameart#3D#unrealengine
2017 - 2026 (WIP)
@oddember The shaded face study on the left versus the clean linework and raised-hand gesture on the right makes the expression test easy to compare. Are you already testing these as in-game sprites, or locking the final line weight first?
@gustavo_gamedev The tiny descriptions in the brown tooltip make the ability bar much easier to parse at a glance, especially with the green playfield competing for attention. Are they hover-only, or will the first-use tutorial echo those explanations too?