That's a tough one, I'd say the toughest thing is moving beyond creative block. I find just brute forcing it is the most effective approach - by putting the time in and experimenting over and over until something clicks. It's time consuming and that's one resource we have very little of as indie developers.
We're just now reaching a point in development where the world almost builds itself, locations inspire lore which inspire gameplay, which inspire locations and it compounds until we have a unique, dense world full of magic for you to explore!
Stress testing enemies and preliminary weapon systems. Stress testing something else as well. What if enemies weren't even the real enemy?
#gamedev#unity3d#surfinggame
Stress testing enemies and preliminary weapon systems. Stress testing something else as well. What if enemies weren't even the real enemy?
#gamedev#unity3d#surfinggame
Prototyping and balancing a mainly electromagnetically-themed defensive lattice of armed crossbars/pegs across a deep chasm, defending a base below.
Music from CapCut: "Beautiful Story" by Vladislav Kumikov
@aminerehioui@GnioProductions@2a3d very smooth and this sets you apart from most RTS. absolutely keep this feature and have in on your steam page prominently
sharing a weird little asymmetric prototype called Crater Breach. genuinely nervous about this one. honest reactions welcome, even the brutal ones. Music is my own.