Indie game developer of @skyfeathergames from Malaysia. Working on Exist.EXE, a puzzle game inspired by Golden Sun.
Game programmer | Tool maker
Demo link vvv
Demo of Exist.EXE is now available! https://t.co/azZVto6zK4
You can download for free, or give us extra support by picking the bundle which comes with 2 OST at $1.00!
Try out the game and let us know what you think!
#GameDev#puzzlegame#jrpg#pixelart#ドット絵#MadeWithUnity
Noise is used everywhere in games: terrain, animations, camera shake, and more.
But it can still feel like magic. How do you turn greyscale blobs into real effects?
Here are a few practical ways to use it.
#threejs#shaders
Setting up a Steam page feels like it takes way longer than it should, so I made a little tool to quickly compose and arrange all the Steam Capsules that you need to launch your storepage.
All you have to do is drag in your base assets and then you can rearrange and scale them for each capsule.
What used to take me an hour now takes 5 minutes.
I'm making this tool available for anyone who wants it.
This 2-hour Stanford lecture breaks down how models like ChatGPT and Claude are actually built, clearer than what many people in top AI roles ever get exposed to.
Save this and set aside two hours today. It might end up being the most valuable thing you learn all week.
After four years of solo dev, my Animal Petting Roguelite has finally launched.
- You can pet animals, dinosaurs and mythical creatures
- Petting gives you unique weapons and passives
- A story with handmade pixel art cutscenes.
It's called Never Ending Beyond on Steam.
@discord_support My account is being banned for incorrect execution on minimum age requirement. I filed different types of ticket requests and they all lead to not-helpful replies. Please help
This is Hossam’s team, and we are sharing his final message :
“If you’re reading this, it means I have been killed—most likely targeted—by the Israeli occupation forces. When this all began, I was only 21 years old—a college student with dreams like anyone else. For past 18 months, I have dedicated every moment of my life to my people. I documented the horrors in northern Gaza minute by minute, determined to show the world the truth they tried to bury. I slept on pavements, in schools, in tents—anywhere I could. Each day was a battle for survival. I endured hunger for months, yet I never left my people’s side.
By God, I fulfilled my duty as a journalist. I risked everything to report the truth, and now, I am finally at rest—something I haven’t known in the past 18 months . I did all this because I believe in the Palestinian cause. I believe this land is ours, and it has been the highest honor of my life to die defending it and serving its people.
I ask you now: do not stop speaking about Gaza. Do not let the world look away. Keep fighting, keep telling our stories—until Palestine is free.”
— For the last time, Hossam Shabat, from northern Gaza.
We're commemorating the 15th anniversary of Kingdom Hearts Birth by Sleep today by revisiting the iconic Kingdom Hearts II secret ending and sharing a secret anecdote from series director Tetsuya Nomura.
Steam game devs, demos have changed a LOT:
🔥 You can now EMAIL wishlisters (this is huge)
📈 Demos can now appear in NEW & TRENDING!
✅ You can give your demo its own page (if you want)
Here's a quick cheat sheet, links below:
If you're an indie studio, marketing always feels like a daunting task.
But there are some AWESOME tools out there that you can use to help you get the job done.
Here are 10 tools that I have been actively using for games marketing that you can use too! 🧵🔽
@AlexStrook totally a big pain in the ass!
but gladly Rewired is helping this by quite alot in Unity, spent a lot of effort previously on beginning the support for these and it has been performing very well so far
In cute tile based planets like this you often get a "mushrooming" issue where tall mountains get weirdly wide. I managed to mitigate this by a relax pass where all module-containing cells try to achieve their desired shape and size. Note the cells on the top left contracting.
Since quite a lot of people have asked about how we crafted our 'open world', here we go!💡😀
I generally see a lot of 'open world fatigue' in gamers at the moment. The problem here is this:
Procedural Generation Tech of today is just still not good enough to actually create good level design. Most developers who make open worlds do it because it's fairly easy to just create a large terrain and then use some perlin noise heightmap to create valleys and hills and et voila, here's your game world. Cheap and easy, but you also kinda get what you paid for:
The problem with this approach is that you get vast stretches of emptiness that just aren't fun to traverse through. And you can see that in almost all open world games out there. Vast stretches of nothingness that were never touched by a designer to create really interesting moments.
So what do most companies do on top? They go in and level design on top of this randomly generated terrain. That works, but you need an army of level designers to fill up these huge worlds with actual design, which is why you see most of these games having good design in this spot, but then not in all these other spots. Sometimes less actually is more! 👍🤣
By now I'm so trained to this that I can very clearly tell which spots in an open world game were touched by a designer and which ones weren't.
And because of this, our approach to creating a huge world was different. We just spent a decade meticulously hand-crafting entire seamless worlds on Ori, so we aimed to apply the same quality and care to @wickedgame:
Instead of just procedurally generating a huge world that then suffers from vast swaths of emptiness, we instead hand craft everything inch by inch and then we stitch everything together, create intersections and constantly iterate on the moment to moment gameplay.
The goal in our level design department was that there would never be moments where in order to go from point A to point B, you'd simply hold the analog stick forward for 2 minutes. We don't think that's fun, that's just turning your game into a walking simulator at times.
So, whenever you play your next open world game, keep your eyes open for this stuff, you'll quickly be able to discern what I'm saying here!
Maybe in the future AI will be able to actually create interesting level designs, but with the Tech of today, we still need extremely talented designers that know how to build amazing levels by heart, that get the time to build a huge world with love and care.
Based on what I'm reading online, I think most gamers appreciate good level design! Most gamers can't directly explain why they're so turned off by your typical 'open world' levels at this point and this here is the reason.
I think most gamers agree that we don't need 10.000 planets or a quintillion areas in our games: We just need one big, intricately designed space that actual designers put their blood, sweat and tears into creating!
It's just more fun to play in an area that a designer spent weeks and months on instead of just traversing endlessly through a randomly generated world that's large, but completely lacking of actual design.
A short breakdown on how we did the terrain for #Somerville! Joining the project in 2020, I worked to developed a solution to efficiently match the style seen in the concept art by @_Calader. Let's take this field section found early in the first act. 1/?