My game Dungeon Flop is now live on Steam (Coming Soon).
A tactical roguelike about running a dungeon like a stage show β one stage, infinite dungeons, zero professionalism.
Wishlist if it looks fun π
https://t.co/5b3cCkPipd
#gamedev#indiedev#roguelike
Hay hay! π
Still sitting in my coding box, working on SOE and trying to find a publisher or funding (wish me luck π ).
SOE is still getting plenty of love though! Check out the new enemy health UI πβ¨ Unreal's Model View plugin has made life a whole lot easier.
If you'd like to support the project, feel free to wishlist it on Steam:
https://t.co/1YglWvQIrL
And yes... the imp names are still a WIP. Please don't judge me π
#GameDev #UnrealEngine #CPP #ActionPlatformer
Working on the crane and welder construction bot parts, going slow as wiped out from visit to hospital for surgery pre-assessment! surgery in 9 days!! oh nd here are some pics π
Some folks chase press reviews or awards, but what keeps me going is player reviews like this.
150 hours of playtime, and still having fun, in a game I made from scratch.
The next major update, introducing World Events to Soulash 2, drops in just a few weeks!
@PurzBeats Noita is a video game about being a wizard and building wands. Its engines claim to fame is that its a very in depth sand and gas simulator. So alchemical effects that transmute those materials interact with that engine in cool ways.
Sand simulation is fun
https://t.co/byqkms7Wzh
@Pixels_Rock_stu Those things arn't the gatekeepers to making a game, much less making a GOOD game. Especially as text to code increases in precision and scope.
A game with nothing but art is called a movie. So its not just visuals.
A game with nothing but features is called an app.
Excited but also nervous, surgery day for upper spine on the 19th, will be half way to being more able, in the meantime here is a portrait test render for shorts, dampened track modifier keeps glitching in video π€
Hay! Just wanted to show off some of the attacks I've been working on πβ¨
Can you tell which ones use MP and which ones are combo finishers?
Got any attack ideas you'd love to see in a fast-paced action game? βοΈπ₯
Also, I have to say... moving SOE to C++ has made Unreal so much easier for me to work with. Everything just feels cleaner and easier to maintain.
#GameDev #UnrealEngine #IndieDev #Cpp #ActionPlatformer
@PurzBeats It really depends on the model. ChatGPT for example is really REALLY bad at understanding unity3d URP shaders/shaders in general. Cutting edge knowledge is always had by those trying to be cutting edge, and training is always out of date as soon as it is trained. π«
This update might look a bit samey at first π
Combo finishers and spell moves share a similar vibe, but work differently:
Combo finisher = attack at the right time to do a cooler move
Spell move = hold the spell button, enter a quick combo, and cast no matter what state Mandy is in β¨
I did forget some of my own inputs though lol
The UI still needs to feel a bit classier, but for now itβs fun seeing what could become a spell, finisher, or special move.
Also yesβ¦ dual-input moves are still a thing too. Cough. Uppercut. π
#UnrealEngine #IndieDev #HackAndSlash #Cpp
@PurzBeats They seem to have a deep love of the tape warble in their delay. This is a love that they and I both share.
warble warble warble warble warble *slightly higher pitch* warble warble warble warble ....
@PurzBeats The videos are getting to me. I see where you get a lot of influences on math based texture art. Its really good to put on the background. I mean.
Its really good.
Monster and item nodes now work. Place a monster node in a room, or an item node, and it will place a random monster or item.
Monster spawners also spawn monsters.
and are breakable.
#JustLikeAVideoGame#unity3d#solodev