Hey! I've just released a showcase video of Terminal Protocol gameplay! Check it out and tell us what you think :) Thanks!
https://t.co/5VcU77p47p
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This week, we ware working on buffing up "kinetic ammo" (you can move characters with it). There was an idea that it will be cool to smash 2 enemies together with one shot. So here it is :)
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Last week we had been working on making player characters (ICE Breakers) look more like cyberspace creatures. Biggest challange was to do it with marketplace models, so the the only tool we had, were #ue4 materials! 😎
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I just finished the latest episode of GDC Podcast starring @gabdar (and cats!) and I think that most of the #gamedev folks keep forgetting that #motivation isn't an infinite source, and we try to be constantly motivated to reach our goals, which is also a straight road to burnout
One of the key pillars for the Terminal Protocol is to "minimalize RNG". Instead of a random hit chance, a player has full control over the success or failure of his attack by controlling the direction of his shot (with a laser)
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.@MichalNapora your yesterday talk at #GameDevWro meeting was truly amazing and inspiring! Once again, thank you for sharing your knowledge and experience with us
Making games without an artist in a team is damn hard! I had more idea about what I was doing when I was programming multiplayer for other game then making "art" for Terminal Protocol.
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I love it when single feature creates multiple solutions for gameplay. For example, Necurs' special weapon can push the enemy and player characters. Believe it or not, it makes so many uses both defensive and offensive!
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Many of you who had played a Terminal Protocol demo appreciated movement animation of player's viruses.
Fun fact is that was a solution to lack of animating skills...😆
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