Thanks! The key is treating the room and character preview as one composition. The character stays anchored to the podium, and they scale together rather than independently. On narrower screens, the surrounding UI can adapt without changing that relationship, so the character still feels grounded in the room.
Same buttons, same items, same layout. The Customize screen in Ghost Ball went from a flat color to a dressing room, and now it feels like a place instead of a menu.
How I made it:
- Built the room in Blender
- Lined the camera up so the podium sits right under the ghost preview
- Rendered it extra wide so phones show more of the room instead of empty edges
- Put the item grid in a see through display case so it stays readable
- Swapped the thin scrollbar for a bigger and vibrant one
The whole room is a single still image, around 70 KB, so it loads instantly. If I want animations later, I can simply sprite sheet my way through that.
Adding a background to a menu screen makes a bigger difference than you'd expect.
#gamedev #indiedev #godot #indiegames #ゲーム制作
That’s a fair point, and I agree. It’s easy for a developer to get carried away when they discover something fun or exciting to add, and it can sometimes sidetrack the main thing that the game was going to portray in the first place. I’ll just need to be careful about where I draw the line as do other devs.
The feature creep is definitely real, but it’s also somewhat intentional. I only have browser games publicly available because I approach those projects in a simpler fashion. The larger games I’m working on keep expanding as I add new features and continue refining existing ones etc... Since I want my first Steam release to properly represent my vision for the game, I’m taking the time to develop it carefully, even though that means it’s taking much longer than expected lol.
Godot game dev tip: Use exported variables for values you tweak often, like movement speed, jump height, and enemy health. You can balance your game from the Inspector without digging through your scripts.
#Godot#GameDev#IndieGameDev#GameDevelopment
@matthias_mrc Complicated doesn't necessarily mean difficult. Building something often requires more details, things to consider, adjustments, testing, updating etc... but if you know how to build and genuinely enjoy it, you can do it forever. Marketing is less complex but harder to make work.
If you want to build your own levels - https://t.co/SSh9c0NTGe
Dropleez community puzzles is currently in open beta as we are still working on a few improvements, but you have the chance to be amongst the first puzzle builders.
#indiedev#puzzlegames#levelbuilder#browsergames
@cyanidetimedev I’m more likely to click on the first one, but I believe the second one is more on brand with what generally gets more clicks on YouTube. The first one’s title paired with the second one’s thumbnail will probably outperform both.