I think people underestimate how much trust comes from the boring stuff. Answering a question. Giving an update before someone has to ask. Doing what you said you'd do.
Especially when you're a young company asking people to take a chance on you. Trust is everything.
DYLI is now on @base
we spent the last few weeks talking with chain teams about what comes next for @dyli_io. really appreciate the time, ideas and support from everyone we spoke with
base is the right home for what we want to build next. the team shares our vision for the platform, and we are excited to work together to grow and bring collectibles to more people
excited for this next chapter. plenty more to come 💛
Loads of things cooking with @dyli_io - stuff we've done in the backend, stuff in public, and LOTS coming soon - inc. new packs.
Some of that you can sneak-peek already on the site. Lots still brewing.
Grab an account now!
https://t.co/88RuN07LEs
DYLI is moving to Base, and I’m fired up for what’s ahead.
We’ve spent a lot of time building the foundation for what we want this company to become. Seeing people collect, trade, and get things they love delivered to their door keeps pushing us to make it better.
We have big plans for the rest of this year.
Proud of this team. Grateful for this community. Ready to get to work on the next chapter.
at long last, grumpl redemptions open TOMORROW!
wednesday 6/10 at 9am ET. head to your dyli collection and redeem your little guy(s).
redeem soon for a chance to get upgraded to a "goblin edishun"
here's everything you need to know 🧵👇
UE5 particle physics + goblin hordes = mayhem.
So we made a Wormhole Gun.
Right now it pulls enemies into a spiraling collision nightmare.
Explosive barrels aren’t hooked up yet… but that's next.
This might be more broken than the flamethrower.
#gamedev#indiegame#UE5
Tens of thousands of physics-based enemies, now running on Steam Deck, in our indie game There Are Millions of Goblins.
Using the 3D Neighbor grid setup for inter-particle collisions, I realised I'm able to detect the concentration of enemies at any given location. Turns out I could increase gpu performance by about 300%, by not rendering any goblins that are obscured by a horde layer above them.
Still work to be done. We can make it even better - but this is an exciting step, and hopefully encouraging for players that worry their hardware couldn't handle it!
#gamedev #indiedev
@mumbot continues to be one of the most dedicated artists I know.
Vinyl art (figures, toys, etc) - is the perfect intersection of illustration, design and fine art - in a form that feels nostalgic and most importantly, in an increasingly digital world…tangible.
Indie Game Devs: Your potential customer base is much larger than you think.
Once I realized how this really works, it resulted in a massive influx of sales. Let me explain:
For background, my spellcrafting game, Spellmasons, had plateaued for years and was losing traction when I recommitted myself to marketing.
This resulted in my 3rd year, post launch, beating all the other years combined.
Here's what I figured out that made this happen:
- Your game is an asset you'll own forever
- Everybody says launch causes the most sales and that's just not true for indies because indies usually don't reach anywhere near their Total Addressable Market in terms of exposure
- chances are, indies will literally never reach every eyeball that might be a potential buyer, which means there are always more potential customers who would love your game if only they hear about it
And even more importantly:
New gamers are getting old enough to sign up for steam for the first time every. single. day.
If I restart marketing in 5 years, there'll be 5 whole years worth of new gamers who might be interested.
It's literally millions of new players every year.
You'll never run out of people who are hearing about your game for the first time, no matter how viral your content is.
A little in development gameplay from There Are Millions Of Goblins.
Building out our workflow for adding new enemy traits to the physics horde, and also working on some player feedback and hit reactions!
Who likes damage numbers?
#gamedev#indiedev#indiegame#indiegames #gaming
grumpls are currently on a barge making their way to our warehouse. In the meantime, I've been sorting out what i want to add to the "goblin edition" and "bagfacehed spechuls"....
...and i figured out that old socks make pretty good grumpl clothes.
image real, animation is a bit of silliness with Kling ai.
@goblintown
We've been quietly at work on our next game: THERE ARE MILLIONS OF GOBLINS!
3D Vampire Survivors meets Twisted Metal and Carmageddon - splatter giant hordes of physics-based goblins in 3rd person or classic top-down.
Wishlist on Steam https://t.co/8VkjzpOMJO
#gamedev #indiedev #indiegame
Uninterrupted gameplay from the latest project with @nickydooodles2 There Are Millions of Goblins.
A few fun bits worth calling out 👇
Niagara Data Channels — every goblin death spawns GPU-driven gibs for lots and lots and lots (and lots) of dismemberment
Simple IK + fake physics on the weapon arm for that wobbly, juicy juice
Couldn’t choose top-down or 3rd person, so we built controls that support both, zoom out to read the horde, zoom in to relish smashing through it
New weapons coming soon.
What should I add first?
Wishlist - https://t.co/Q4fApSTrT1
#indiedev #gamedev #UnrealEngine #UE5 #GameDevShowcase #GamePhysics #VFX
Congrats @Adamtastic this is awesome!
Adam is a big reason of not just the “how” I joined this space , but the “why.”
Without ever having met me, he took the time to sit down on a zoom call and give me his thoughts on the best, most thoughtful way to be a part of this new emerging art conversation of web3.
He continues to be a role model creating thoughtfully and with that ever increasing intentionality that he is known for.
Adam is as OG as it gets - might be a good time to get exposed to his work.