Still a ways off from release, but South Words Hero is now wishlist-able on Steam, in case you're interested in weird games about fighting and solving puzzles by using the letters in your name: https://t.co/ntjNli7Sut #indiegame
I tried #BlueSky and I'm liking it so far, so this might be my last xweet.
If you want to keep hearing about my various game dev projects, please consider following me there, where I'll be posting more regularly: https://t.co/TwNan8CRE3
Similar to Zelda BOTW and TOTK with all the ways to travel Hyrule, my goal with South Words Hero is to allow different ways to solve the same problem. Your abilities change with your name, so you'll need to adapt each time you play.
Wishlist it here: https://t.co/ntjNli7Sut
For #screenshotsaturday this week, here are some various art updates, a new enemy type, early work on another area, and and menu-grabbing machine in South Words Hero.
Worked on optimizing colliders today. It uses two different methods of combining box colliders, depending on whether it's a normal tile or a path tile (such as fences).
I already made a custom 3d tilemap system in Unity with a lot more features, but my experience with Godot reminded me that I really needed to do chunking. So anyway, I went back and got that working, and now my maps can get a lot bigger. And it runs fast.
Like many, I tried #GodotEngine over the weekend. My 3D tilemap obsession took over as I focused on getting auto-tiling to work, instead of exploring other features.
I appreciate that GridMaps comes built in, even if it lacks features. That's more than other engines I've used.
@squarepog Thanks for the link. It seems to be a pretty useful workflow tool, but probably not for my needs. The priorities for me are auto-tiling and scalability (optimization through chunking, etc.), and that stuff requires more strict tile systems, even at the expense of some flexibility
But I'm also jealous of 2D game devs who get more robust and versatile tilemap systems. I guess that 3rd dimension complicates things enough that it's too hard to make something that isn't too project-specific.
#screenshotsaturday, This week's mostly been playing with vfx and animations, and getting controls set up on a gamepad. Also made grass sliceable. #indiegame#gamedev
Character designer now working in-game. I still need to make lots more options (especially for clothes and hair), but there's enough now for a decent variety of NPCs. #IndieGameDev#gamedev