I was laid off a couple weeks ago.. 25 Years of experience as a software/game/fintech engineer.
Replaced by a guy in product with 0 experience, but he has a claude subscription at 1/8th the cost(true story).
I received 6 months severance at least, and I'm the happiest I've been in a long time.
I'm using this runway to go all in on myself and #indiegames. I'm done building others dreams only to watch them run away with my work to find success.
If you want to follow my journey over the coming months as I put all of my experience to work building a Final Fantasy XI inspired MMORPG solo, follow and come along! It would mean the world to me!
Lot of work done on deployment system. So how is this going to work (since there are few changes compared to the original plan, but I believe it's a massive improvement).
Depending on the number of your active bays, you can deploy multiple ships to different places, travel time depends on destination, type of ship, and so on. As the ship is traveling, you can go back to managing base, crafting, research, and handling events, or you can simply speed up time (more about that soon, but nothing original).
When the ship arrives at the place where you can deploy it for the mission, that happens instantly. So you can wait for the ideal day and weather if you wish. At any time, ships can be recalled.
#Precursor #pixelart #gamedev #indiegame
Normal maps in blender have been bugging me for a while, and I finally know why! The normal map node actually applies normal maps incorrectly when the strength isn't set to 1.
This causes some nasty artifacts which can be easily fixed with a custom nodegroup.
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