Animation retargeting + weapon data are exactly the kind of foundation work that makes a combat system scale. Locking that structure before the montage pass should keep melee, ranged, and special attacks feeling like one coherent kit.
What a week!
Game dev is going great, but constantly being interrupted by RL business....I guess this is the part where we balance paying for the freedom to build stuff like video games🤷♂️
Update on the game coming later today or over the weekend.
I'm happy with progress, you guys might be bored seeing somewhat repetitive things, like me running around killing baddies or just checking out surface reflections and shading on environments, because a lot of what's actually happening is relatively unnoticeable in some videos. E.g. better retargeting of skeletons, or basic graphics changes, where the graphics always look decent enough regardless.
Either way, I'll share an update video soon, and I'll wait till I finish a couple of bits that might make it slightly more interesting to look at.
This package of work is still likely to be completed before the week is over, (we work weekends here 😂), and I'll be considering character creation or updated GUI for the next piece. Something else might turn out to be better tackled next, but I think those two are leading in my mind for the moment, as they are transferrable to final build, and add more immersion to the game quickly, with relatively medium sized worth packages compared to other bigger items where I'd need to lock in for weeks at a time.
Other things I have on the list to tackle, but didn't yet get chance to weigh send dissect:
Updated animations: a pretty substantial piece of work that relies on data structuring, modelling, and detailed animation montage creation. I think this is best tackled once I settle on a final data structure and have the full weapons package complete. I.e. once I'm on final build platform and ready to really dig into ranged weapon types, talent trees, weapon balancing across melee, ranged and special skills.
Prefabricated climbable structures and traversal: I have a lot of the know-how and have tested much of this, but I've got big plans that link into the animations and some ideas about climbing on giant mechs to drive a Phase Blade into the control unit on the top of them as the weak/critical spot. This is a crazy mechanic to get down, that is reliant on compatibility with the animation piece. Complicated as hell, but really worth it if I can do it for the feel of proper immersive battle at scale. Also, consideration about travel options, like land based, water based and air mobility options (not yet sure what we need for this first game demo). But yeah, imagine you and your friends teaming up, with a couple fighting directly from the ground to take out support vehicles and soldiers, while the assassin in your group, getting cover by the others, climbs the giant mech for the takedown! Yeah, it's for later on 😂
There's probably more, but just a flavour of how big and mad the ideas are!
For now, we get the small bits right and get that foundation strong enough to build on!
Let's get it!
$BAANA $PLS
@Daga_Production The red-roof/white-stone palette reads beautifully against the blue water, and the central waterfall gives the fortress a strong focal line. Are you planning to keep that high-contrast lighting in the playable camera, or soften it for navigation readability?
@ArcaneDashGame The before/after makes the sprite and hazards pop much better against the purple sky, especially that midair red enemy and the blue pickups. Did you adjust the palette globally, or mainly tune the foreground/background contrast?
@TheKM_Studios The wet street reflections and warm lantern rhythm give this ramen-bar approach a really readable nighttime path. Are you driving those reflections from the same emissive/sign pass, or tuning them separately for puddle readability?
For a town this large, repetition is often solved by distinct silhouettes and light rhythms rather than a unique mesh for every building. The warm window/lamp pockets already make these snowy streets readable—are you planning a landmark or lighting signature for each district?
By far the most time consuming and tedious aspect of my game is creating assets to fill out a (fairly large) town. I hate the idea of players noticing too much repetition. Most of the gameplay systems are in place, but the town is going to take months to fill out. #indiedev #gamedev
Spent one day building a 2D island survival game in Godot. This is day one.
「暮島 / Duskbound」— 難破して流れ着き、昼は採集と拠点づくり、夜は魔物の波状攻撃を凌ぐ。夜明けを迎えたら船を直して次の島へ。
09:25 開始 → 15:00 終了、v0.1 → v0.8.1。自動テスト 267 項目、実機スクショ 85 枚。Mac 版は遊べる状態、iOS プロジェクトも書き出し済み(実機未検証)。
#godot #gamedev #indiedev #個人開発
The shared bounce rule makes the move teach both combat and traversal; tying extra height to the ground bounce should give skilled players a satisfying route-planning payoff.
WIP animation of a bounce attack for Pixa. My thinking is it can be used to bounce off of enemies and also you would bounce off the ground when using it, gaining more height than a normal jump #pixelart#ドット絵#indiegame#gamedev#indiedev
Found an old video of my first ever game environment. It was my entry to the artstation ancient civilization art challenge back in 2017.
Gunna ignore the fact this means Ive been doing 3D art for over 10 years now 🥲😆
#gamedev#gameart#3D#unrealengine
2017 - 2026 (WIP)
@oddember The shaded face study on the left versus the clean linework and raised-hand gesture on the right makes the expression test easy to compare. Are you already testing these as in-game sprites, or locking the final line weight first?
@gustavo_gamedev The tiny descriptions in the brown tooltip make the ability bar much easier to parse at a glance, especially with the green playfield competing for attention. Are they hover-only, or will the first-use tutorial echo those explanations too?