Indie game dev. Currently working solo on action roguelite platformer #FrogNimble 🐸🗡 Previously a programmer on #DeathsGambitAfterlifeJoined October 2011
Hello friends! I'm usually not on social media much these days, but I'll be starting a devlog series on my youtube channel next month, focusing on prototyping a short solo game I'll be developing inbetween the rest of life! I'll post when the first episode is up!
Our plucky little pal Frog Nimble hones his combat skills on a training dummy! Throughout his journeys, Frog Nimble will uncover plenty of abilities and upgrades to supercharge his moveset! (Excuse the WIP env art/layout/twirling sword anim!) #MadeInUnity#IndieDev#FrogNimble
Finally tried Slay the Spire for the first time tonight. Lots of fun, the game does so many things right. I was able to make it to the end credits on my first run. Reminds me of the turn-based JRPGs I used to love playing long ago... er, if you took everything out except combat
So. Kirby ATFL looks better and better with each additional preview. MK8 Deluxe even more DLC nearly 5 years into its life, and 8 years after the original WiiU release. 48 courses! Lots asking for MK9, but I'm definitely good with remastered courses in MK8. And Mario Strikers!
Finished the overall layout for navigation throughout the overworld hub. 10 separate rooms, but I'll definitely be cutting rooms as I go so each room will have its own distinct purpose - trying to avoid filler for the sake of filler
Okay! ristar updated for the day, now back to work on TDH. Hoping to FINALLY finish auto-aiming today and navigating through the hub. I'm going to chain myself to my desk until I finish. Or get hungry. Whichever comes first.
Took a bit of time to redesign Ristar in my Ristar fan project! Please let me know what all y'all (all... you all of... you.. all?) think of the new design at the end of the video! youtu.be/TrKfiVCWK2Y via @YouTube
Today's goals? 1:1 the same as yesterday. I started implementing auto-aiming/shooting with animations, but realized the player has to first be able to carry two weapons simultaneously and swap between them at any point. Lot of extra work but will be worth it!
I'm definitely excited for the Steam Deck. I reserved the day reservations went live, but I was too slow so I won't receive mine until after Q2. Besides Nintendo exclusives, portability/playing in bed was one of the main reasons I bought a Switch. That'll be nice with Steam Deck
5 hours later. Unity NavMesh is fine, but has a minimum agent size which, for my VR game with tiny creatures, is just a bit too large. Will have to try the A* asset, or attempt writing a custom one again. This and solid collision detection will be the bumpiest bits so far
I'm ready to model and rig a bunch of concept enemies, but before I can do that, I need to first implement some pathfinding. I wrote a crude A* attempt a couple years back, but only good for a small implementation. Looks like it's time to do some research!
WOAH! Unity has acquired Ziva? Unexpected, but that's fantastic. Makes sense though, as a potential competitor to Unreal's MetaHumans. I'll be still plugging away at my own virtual head though, added viseme blendshapes and a playback track last night
39K Followers 2K FollowingHi, im a pixel artist working on games (9 years of shadow, Elsie)
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My Favorite types of anime are RomCom's especially Re:Life, Horimiya, Oresuki, Nisekoi, Invaders of Rokujoma, and etc.
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11K Followers 1K FollowingVideo game programmer/developer. Game code archivist. Creator of games for the BBC Micro, Electron, NES, SNES, PC, XBox, PS3/4, Mobile, Vita, 3DS. LEGO Dev/AFOL