Hello world!
🧵
Happy to finally announce: Voidbound.
A rogue-lite, dungeon crawler, and puzzle solver game (with some adventure).
It is a game that combines some core mechanics of different genres and forge them around a simple concept: The Swap.
#gamedev#GODOT#scifi
The best software in Pixel Art:
Aseprite.
Knowing how to use it can make or break your art.
Here's a part two of the thread with tips and tricks from someone with hundreds of hours in it:
(amazing art piece by @dr_smey )
The Valkyrie design requires 100 tons of antimatter to reach 0.2c (theoretically it can reach 0.92c, but this requires 2200 tons of antimatter).
A single 100 km ring accelerator, per Robert Forward's original suggestion, would produce 1 g/day. At that rate, it would take about 270,000 years to fill up the tanks for one (still pretty slow) interstellar crossing.
If you wanted to launch one of these ships every year, you'd need 270,000 accelerators.
Each array, 100 km on a side, collects 10 TW; an antimatter production system capable of generating 100 tons/year would therefore require about 2.7x10^18 W, and have a surface area of around 2.7 billion square kilometres (about 5x the Earth's surface area) if built at 1 AU.
That's still only 0.0000007% of the solar luminosity, 3.8x10^26 W.
If a Kardashev II diverted 100% of the Sun's power output to antimatter production, it could manufacture around 14 billion tons of antimatter a year, enough to keep a fleet a several million Valkyries zipping between the stars at 0.92c.
https://t.co/WpSbtI2AyY
I made a living from ONLY making indie games from 2013-2020. I had no YouTube channel, no courses, just games. It's difficult but it is possible.
My SECRET? Keep the cost of living low, keep development cycles short, and gain as much experience (and marketing skill) as possible.
For me living in Portugal I could live a good life on $2000 per month, so if I spend one year working on a game it just needed to make $24k to make a profit. That's a lot more achievable than if I were living in San Francisco and needed $10k per month just to survive and needed $120k to make a profit.
And thankfully my games didn't just get the bare minimum, I hit $1 MILLION in gross revenue in that timeframe across 8 games.
So it's definitely not easy, but it is still possible!
And nowadays the ceiling is basically infinite. The solo dev behind Schedule I made $130,000,000! Now I definitely don't recommend you compare yourself to the extreme outliers, but it's fun to think of what could happen.
I wish you the best of luck with your games!
Hello world!
🧵
Happy to finally announce: Voidbound.
A rogue-lite, dungeon crawler, and puzzle solver game (with some adventure).
It is a game that combines some core mechanics of different genres and forge them around a simple concept: The Swap.
#gamedev#GODOT#scifi
One Manager to rule them all!
Greetings, recently I added the RunManager, a special component that can help tweak the WHOLE procedural generation experience, all with just a couple of clicks. It will allow to craft fun and enjoyable experiences!
#GODOT#gamedev#DataDriven
Hey all!
Happy to share that developing #Voidbound is being an insane journey so far. Here is a preview of the "almost" backbone logic layer of the game (don't put much attention to the visuals hehe).
November here we go! Keep going.
#GODOT#gamedev#roguelike#prototype