it's been a long time since I've posted anything...
for the past few years I've been struggling to complete game jams, one reason or another
but this time we got a #7DRL#roguelike done!
https://t.co/HdugNna2PY
it's been a long time since I've posted anything...
for the past few years I've been struggling to complete game jams, one reason or another
but this time we got a #7DRL#roguelike done!
https://t.co/HdugNna2PY
made a roguelite shooter for #GGJ23#gamejam
with a game idea from #chatgpt as a restriction
it gave a generic name but a surprisingly decent starting point to design from...
>> https://t.co/qlDfpUcqfH
for once, #GMTKJam doesn't clash with any exam or submission deadlines, so I tried my hand at making a melee beat-em-up! equip your dice on your weapons and slice the heck out of your enemies
#gamedev#gamejam#indiedev
>> https://t.co/sf33iVGqlx
for once, #GMTKJam doesn't clash with any exam or submission deadlines, so I tried my hand at making a melee beat-em-up! equip your dice on your weapons and slice the heck out of your enemies
#gamedev#gamejam#indiedev
>> https://t.co/sf33iVGqlx
during the weekend, I joined the global game jam with my friends in university ~
#GGJSG22#GGJ22#gamejam#globalgamejam
the concept was the duality - body and mind - that has to be unified to overcome challenges
→ https://t.co/GlqD9LaRYu
experimenting with #shadergraph and #unity's particle system - I don't think there's a way to make particles not intersect each other though, so I'll have to manually spawn quads later on...
look at them e y e s though
bandit /ˈbandɪt/
(military slang) an enemy aircraft.
>> https://t.co/gGgKOayZIL
Use cursor to aim.
Hold right click to move forward.
Left click to fire missiles.
#weeklygamejam#gamedev#gamejam#madewithunity
bandit /ˈbandɪt/
(military slang) an enemy aircraft.
>> https://t.co/gGgKOayZIL
Use cursor to aim.
Hold right click to move forward.
Left click to fire missiles.
#weeklygamejam#gamedev#gamejam#madewithunity
day 17 continued - using a distance field to figure out what's the maximum size of an object you can place at a location, so that random objects can easily populate a space without overlapping.
#procgen#procedural and perhaps #genuary
day 17 continued - using a distance field to figure out what's the maximum size of an object you can place at a location, so that random objects can easily populate a space without overlapping.
#procgen#procedural and perhaps #genuary
day 17 - using textures generated from yesterday's voronoi diagram, I used #unity3d#shadergraph to achieve this effect.
(using alpha as a cut-off point for the voronoi distance field texture)
day 15 - added spikes to enemies.
later on, different types of enemies will use these spikes to defend or attack the player
tomorrow: figure out what kind of levels I want to make, and try out a visual effect I have in mind
#gamedev#platformer#indiedev
day 12 - added "locking" so that you can control the in-between colours. I'll add a few more basic features, clean up the styling, figure out how to turn it into a web and native app, and call it a day.
#react#javascript#colors
day 11 - instead of getting stuck at making a portfolio site, I decided to clear my mind by experimenting with more #react.
I'm glad I stumbled upon @radix_ui on twitter - otherwise, it would have taken me hours to make that popover...
day 9 - was stumped for a while, thinking about how to present individual contributions in a larger group project on my portfolio website while looking at other people's portfolio sites
seems like I'll have to scrap my current project layout for a more "resume" style thing