Happy to announce that Boulder Smash is part of the #gamesunder5hours with a new SteamPage, new Trailer and a new DEMO with all the updated visuals, meta upgrades and a new BossFight!
Check the Demo here: https://t.co/WqOhJd1ThN
436h.
That's one playthrough of Baldur's Gate 3 or working on a game up to its demo state. I did the latter.
In this dev log I show how I track my time and how my invested time is distributed between code, art, learning, sound and play-testing: https://t.co/BVVXKU0lGj
#gamedev
Wishlisting is now possible! Steam page came just out of the oven. Make sure to wishlist so that you can meet Margot and her Housy as soon as the game is released (or play it right now on itch as web-version)!
https://t.co/nRaFGegtCa
#gamedev#indiedev
Ich sags mit unsterblichen Worten eines Random NPCs aus Pokemon. Das hier ist ein wundervoller Ort, bei dem man zum Feierabend wunderbar die Seele baumeln lassen kann.
https://t.co/BvbyG1DWiZ
&TY @Ludokultur ! beste Grundlage mal 30 Minuten über Roguelikes zu philosophieren <3
- cinematic background works good with slow paced or turn based gameplay, but reduces focus for faster paced (realtime) gameplay
- pixelized post process on models works best for slow moving or simple shapes, otherwise creating a lot of visual noise
While experimenting with Artstyles for my physics roguelite i learned a lot stuff:
- Increasing FOV reduces the distance to the camera where targeting/aiming feels accurate
- more top-down camera angle increases tactical overview, but reduces visibility of 3D setting
-> 🧵